Grammarsalad Posted July 14, 2016 Share Posted July 14, 2016 I'm sure that I'm missing something here, but bringing this up just to be sure. I was using #83 to set a protection vs. the Sol's searing orb projectile in EE. When I look at the actual object, I see that it is listed as projectile "258". However, when I enter 258 into param2, I see that it protects vs. 'the new hold necromancy' (see the screenshot far left). I thought that this was a hex vs decimal thing, but that didn't turn out to be correct. Rather, 'the new hold necromancy' projectile is merely the next projectile as listed in projectl.ids. If I set pram2 to 257, then it appears to correctly project against 'PFIRE3'. I decided to check the first entry in the actual item, and I see that it is "1-none" whereas in projectl.ids I see "0x1 ARROW" (also in the screenshot to the right and center respectively.). Doesn't 1 = 0x1? Should the effect protect vs "258" or "257"? (edit: Okay, I don't know how to add attachments, but this can easily be checked for any item and projectl.ids...) edit2: If I set param2 to "1" is says that it protects from "ARROW" Link to comment
lynx Posted July 14, 2016 Share Posted July 14, 2016 yes, there's an offset of 1*. Why is that so confusing? * none for missile.ids IIRC Link to comment
Grammarsalad Posted July 14, 2016 Author Share Posted July 14, 2016 yes, there's an offset of 1*. Why is that so confusing? * none for missile.ids IIRC Okay, so that is what that means...good to know Link to comment
Grammarsalad Posted July 14, 2016 Author Share Posted July 14, 2016 Wait, pretend that I am not a computer programmer. What does that mean? Edit: Ahh, I see that items read missile.ids... That helps a bit, I suppose. Link to comment
kjeron Posted July 14, 2016 Share Posted July 14, 2016 Don't know what it means to a programmer, but as a modder it means Opcode 83 and 197 (immunity and reflection) cannot effect a spell or ranged* weapon using Projectile "0", since a value of "0" in opcode 83/197 equals a value of "1" in a item/spells projectile field. * Melee weapons default to Projectile "1" regardless of the value set. Link to comment
Grammarsalad Posted July 14, 2016 Author Share Posted July 14, 2016 Don't know what it means to a programmer, but as a modder it means Opcode 83 and 197 (immunity and reflection) cannot effect a spell or ranged* weapon using Projectile "0", since a value of "0" in opcode 83/197 equals a value of "1" in a item/spells projectile field. * Melee weapons default to Projectile "1" regardless of the value set. Thanks k. Link to comment
Avenger Posted July 16, 2016 Share Posted July 16, 2016 This projectile id -1 thing is indeed annoying, we inherited this from the original IE and there is no way to fix it without breaking everything already done. @Kjeron - there is no projectile 0. A value of 0 would mean no projectile. @Grammersalad - well, missile.ids is not read by the engine at all, it might have been used by some in-house editor at Bioware, and dltcep also uses it, only to display sane names. Modders are encouraged to update missile ids according to projectl.ids (mind the -1 difference) Link to comment
Fiann of the Silver Hand Posted July 16, 2016 Share Posted July 16, 2016 @Grammersalad - well, missile.ids is not read by the engine at all, it might have been used by some in-house editor at Bioware, and dltcep also uses it, only to display sane names. Modders are encouraged to update missile ids according to projectl.ids (mind the -1 difference)I think NI uses it in selection boxes to show the more descriptive names instead of the pro file names. Link to comment
kjeron Posted July 16, 2016 Share Posted July 16, 2016 @Kjeron - there is no projectile 0. A value of 0 would mean no projectile. Yes, but it's still a valid projectile value for items, spells, and projectile explosions. Is there some other functional difference between the using a projectile value of 0 or 1 other than interaction with these 2 opcodes? They are both hardcoded to effect an instant-hit, no-animation, no-sound, single-target. The only other projectile field I know of that doesn't use the +1 offset(and thus cannot use the "no projectile" projectile value 0) is the Secondary Projectile(0x214) of an Area of Effect *.pro file, which makes sense as that field is visual-only, its projectile doesn't carry the effects. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.