Sorry to get your hopes up.

Posted 18 January 2010 - 05:07 PM
Posted 18 January 2010 - 05:23 PM
AdRing.itm - Ability location should be Item slots (again, not tested since last summer, but I believe it can jumble PSTs quick menu when these are wrong)
Edited by Qwinn, 18 January 2010 - 05:24 PM.
Posted 18 January 2010 - 06:01 PM
- Chastity.itm - Lore should be 0 (why won't you tell me about your clothes, Grace?) and AC bonus mode should be 2 (but with Grace, no difference)
EAxe.itm, EDag.itm, EFist.itm, EHam.itm, EMace.itm - I disagree with some of the fixpack changes, actually; it looks clear these are meant to all be aspects of the same weapon, with the same efficacy, but the descriptions were just lazy cuts and have some statistics for the base weapon types (axe, hammer, etc.); meaning the only changes is that all would need +2 THAC0 (instead of +3, but doesn't really matter), and EDag.itm should do piercing damage (optional again; I also make EFist do slashing, on the premise that it's a bladed gauntlet, but more because there's already two crushing weapons and only one slashing if the dagger is changed); the fixpack currently makes changes to match the description, which ends up giving some of the weapons base (unenchanted) statistics.
Posted 18 January 2010 - 06:43 PM
Posted 18 January 2010 - 06:54 PM
Posted 18 January 2010 - 06:56 PM
Posted 18 January 2010 - 07:02 PM
Posted 18 January 2010 - 07:10 PM
Edited by Qwinn, 18 January 2010 - 08:48 PM.
Posted 18 January 2010 - 08:34 PM
Edited by Qwinn, 18 January 2010 - 08:46 PM.
Posted 18 January 2010 - 10:43 PM
- SpWi107.spl - the Shake Screen effects at the four highest levels shouldn't bypass resistance (wow, look at the screen tremble; terrible, terrible damage... oh, wait: Spell Failed: Magic Resistance)
Edited by Qwinn, 18 January 2010 - 10:50 PM.
Posted 18 January 2010 - 11:15 PM
Effects are passed as lists, and the effects list from a single source all share the same resistance, saving throw, and probability for a given target. So if you pass a generic resistance check, every effect in that list marked as resistible (in PST, Dispel/Resistance is set to 1) will not be applied (and the situation is the same for saves and probabilities).Okay, is there only one resistance check rolled for all of these effects? That is, if a spell has "shake effects" that can be resisted, and damage that can be resisted, is it ever possible that one will be resisted and the other not?
In PST, this is actually a single probability WORD, and you can ignore the field entirely.Another question. On JESTER.ITM... or really, any item... in the ability and effect formats, what's the "Probability 2" field for? Does it do anything? I'm pretty sure Scient said that there's quite a bit of hardcoding in the engine for JESTER.ITM, so we'd probably want a good idea of what it does before we mess with it.
If this works the same in PST as in BG, you don't want to fix it.Finally, for KYNAME (the Protection from Chaotic tattoo), I'm gonna run some tests... get rid of the saves, fix the bad alignment references, and give it power 20 or something like that... then walk my otherwise nekkid TNO into the Xaositect meeting room and see how much I get hit
Posted 18 January 2010 - 11:23 PM
Locally, I change the probability for AC -3 to 25 (so you can get AC +2, AC -3, or AC -1
Edited by Qwinn, 18 January 2010 - 11:49 PM.
Posted 19 January 2010 - 12:01 AM
This is correct (it's a dual possibility); I was simply wrong when writing it up that there was any possibility of -3 alone.... is sorta the right approach, but I don't think it's doing what you thought it was. If I'm understanding right, they expected that the two effects they coded (AC +2, AC -3) would get it's own roll, and therefore it -was- entirely possible to get -both- effects, and thus they expected that you -could- get AC -1 as well. So your goal, getting those 3 possible outcomes, is actually quite correct. But I don't think you got there. If you only changed the probability on AC -3 to 25, and left the AC 2 at 50, then no, you can never get AC -3. You can get either AC -1 or AC 2. A roll of 1-25 gets you both effects for a total of AC -1, or 26-50 gets you just the AC2. Have I understood things correctly?
That is correct. The engine will roll once per target IIRC (the global effects are rolled on-equip and have nothing to do with the ability effects). For ability effects, you only roll when attempting to apply the list to a target (so all those preset target effects in the melee ability will get grouped and sent along to the target on a successful hit, and the target will use the same save roll, probability roll, and resistance roll for all of them). With an improbable enough roll, every effect from the ability will applied.Also, how do the effects attached to the ability work? Is it all just one roll for them too? And is it the same roll as for the global effects? If the ability effects all share a roll, dear Lord, that's insane, a low roll would get you +1d4 ACID, 1d10 COLD, 1d12 ELECTRICITY, 2d10 FIRE, 3d8 SLASHING and 5d10 MAGIC.
Posted 19 January 2010 - 12:06 AM
Posted 19 January 2010 - 12:47 AM
Edited by Qwinn, 19 January 2010 - 12:54 AM.
Posted 19 January 2010 - 01:23 AM
If this works the same in PST as in BG, you don't want to fix it.
Protection from creature type renders the protected character invisible to objects of the type protected against. See([PC]) will fail. See("Nameless") will fail. See(Protagonist) will fail. Dialogue([PC]) (without even a See()) will fail. Basically, it keeps the protected creature from ever being returned as a valid object to creatures protected from (imagine every chaotic creature in the game being completely impervious to TNO's existence).
Posted 19 January 2010 - 01:39 AM
Edited by Qwinn, 19 January 2010 - 01:48 AM.
Posted 19 January 2010 - 02:34 AM
Edited by Qwinn, 19 January 2010 - 02:42 AM.
Posted 19 January 2010 - 03:33 AM
- AdRing.itm - Ability location should be Item slots (again, not tested since last summer, but I believe it can jumble PSTs quick menu when these are wrong)
- AMace.itm - Attack speed should be 5; acid damage should be 2d4
- AnEar2.itm - Cast spell effect should allow *no* save (this can lead to people saving against the casting of the spell and has nothing to do with saving against the spell itself)
- Bolt08.itm - The timing mode for the global THAC0 bonus should be 2 (although, I don't know the engine ever considers these equipped, 4 is definitely wrong)
- CFAxe.itm, CFClub.itm - Speed factor should be 3
- CFHammer.itm - is supposed to be worth 10K (not 1K)
- EAxe.itm, EDag.itm, EFist.itm, EHam.itm, EMace.itm - I disagree with some of the fixpack changes, actually; it looks clear these are meant to all be aspects of the same weapon, with the same efficacy, but the descriptions were just lazy cuts and have some statistics for the base weapon types (axe, hammer, etc.); meaning the only changes is that all would need +2 THAC0 (instead of +3, but doesn't really matter), and EDag.itm should do piercing damage (optional again; I also make EFist do slashing, on the premise that it's a bladed gauntlet, but more because there's already two crushing weapons and only one slashing if the dagger is changed); the fixpack currently makes changes to match the description, which ends up giving some of the weapons base (unenchanted) statistics.
- FangMirr.itm - Play sound effect (target self) shouldn't allow resistance (this can lead to a PC resisting the sound, which has no bearing on what the preset target hostile effect does)
- GSDagger.itm - Speed should be 1
- KKnife.itm - should be 1d3 damage, cheaters
- M1PTeeth.itm - Ingress, pray grant me Teeth of Piercing that do crushing damage! Useful! (both the ability and bonus damage should be piercing)
- OgrGaunt.itm, Rending.itm, UhrKnf.itm - these shouldn't be usable by Annah
- Plus1Im.itm, Plus2Im.itm, Plus3Im.itm, Plus6Im.itm - the immunity effect should be Mode 2 (no practical effect, but the engine will attach a new "Immunity to weapons" effect to creatures with these items equipped every time effects are applied, meaning they all walk around with tons of duplicate effects after surviving through several game saves)
- SpkGaunt.itm - shouldn't be usable by Vhailor
- SpPr304.itm - Ability range should be 50
- SpWi103.itm - Cast spell ability should be external target (2)
- Tail.itm - Ability location should be Item slots (3); why did they make all the crap items able to go into the quick slots?
- TTChr2.itm, TTDex1.itm, TTDV.itm, TTInt1.itm, - I bet you can guess, Ability location should be 3
- WidMkr.itm - should be doing +2 slashing damage, not no damage (Ability "Damage" effect, "Amount" should be 2)
- Bod_GP.itm, Bod_PQ.itm, Jer_BR.itm, Jer_FS.itm - these should probably be marked droppable so you can get them back when she dies (Morte doesn't hoard his teeth upgrades, for instance)
- Chastity.itm - Lore should be 0 (why won't you tell me about your clothes, Grace?) and AC bonus mode should be 2 (but with Grace, no difference)
- Jester.itm - this item sucks; the designer clearly though this was probability per effect, but the game will only give you one random number (so if the AC +2 fires, the AC -3 *will* fire, and the axe will only ever give you -1 AC). Later versions of the engine allowed definining probability ranges (with upper and lower bounds, by separating this field into two bytes), but we don't get that here. Locally, I change the probability for AC -3 to 25 (so you can get AC +2, AC -3, or AC -1), Intelligence -1 to 17, and Wisdom +1 to 17. For the ability effects, I set the last two color glows to 15% (they're not hooked up to anything, and currently, all four will always run 25% of the time).
- KYName.itm - this item surely can't do anything (Protection from creature type is evil in other IEs!), but those saves can't be legit
- Lens01.itm - this shouldn't be marked undroppable (see Annah's default vest or Grace's bodice)
- PCheese.itm - Number of global effects should be zero, number of effects for the magical ability should be 1, and charges should be 1. Now you too may eat poison cheese and, like, be poisoned and stuff.
- PSCharm.itm - (optionally) this should be marked magical, and the stack size should be 1 since it's unique (also should require identify before use, but I'm skipping those for now)
- TTAnarch.itm - Type should be Tattoos (39) so you can put it on and stuff
Posted 19 January 2010 - 04:24 AM
Edited by nevill, 19 January 2010 - 04:29 AM.