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Aug 6 2008, 04:07 PM
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#1
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![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Anything that stood out to you? How do some of the other mods bode with SpellPack?
In B4, I have included a cutscenized spell, Deathbolt. It is meant to be a controversial component to see how people react to something that doesn't necessarily fit within the bounds of BGII. So far, considering there are almost 1000 downloads from B4 since January, I haven't heard anything good or bad about Deathbolt. -Galactygon -------------------- |
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Feb 6 2010, 12:09 AM
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#2
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Forum Member Posts: 11 Joined: 25-February 09 From: Salvador, Brazil |
Hey, I saw your answer in the SHS forum, and thought it would be more apropriate to continue the dialogue here, since the problem was related with Spell Pack 5. First I would apologize for changing your spells on my own. It seemed to me that all reports of errors was being archieved for a future release of SP6, this way I decided to try and fix it myself.
I was able to fix the problem with Web spell, deleting the second effect in the web.spl, as it casts web2.spl which does the same things spwi215a.spl does, plus making the invisible web creatures immune to lc_weba2.spl and lc_weba4.spl, the ones that kill the creatures. That's why they never died, and the web beacons remained forever. The Flame arrow spell was creating the arrows even when I choose a target, actually duplicating the spell. I changed the spwi303z.spl to be cast on target instead of self, and its effect that protects against spwi303v.spl (remove arrows) to be cast on self instead of target. This way the arrows are created on the target of the spell, and instantly removed if target is not the caster, but remains for the duration if so. I also changed Melf's acid arrow opcode to create weapon instead of create inventory item, because there's no point in opening the inventory only to equip one arrow that lasts only for 2 rounds in the weapon slot, and after launching it, open again to equip the former weapon. By the way, the part of the spell that allows to choose a target is not functioning for me. That may be the same thing as Produce flame, which I figured out later, had the wrong number on counter of effects, and the spell never showed out its abilities. That must be because the macro that grants the effects to destroy webs didn't reassign the counter, changing 7 to 10, and 9 to 12. Once I done it, the spell worked fine. Hope this can be of any use, I sincerely admire you job, and want to play SP5 with full functionality. |
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Feb 6 2010, 06:53 PM
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#3
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![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
I was able to fix the problem with Web spell, deleting the second effect in the web.spl, as it casts web2.spl which does the same things spwi215a.spl does, plus making the invisible web creatures immune to lc_weba2.spl and lc_weba4.spl, the ones that kill the creatures. That's why they never died, and the web beacons remained forever. Fixed locally as well, will upload a hotfix. The Flame arrow spell was creating the arrows even when I choose a target, actually duplicating the spell. I changed the spwi303z.spl to be cast on target instead of self, and its effect that protects against spwi303v.spl (remove arrows) to be cast on self instead of target. This way the arrows are created on the target of the spell, and instantly removed if target is not the caster, but remains for the duration if so. I also changed Melf's acid arrow opcode to create weapon instead of create inventory item, because there's no point in opening the inventory only to equip one arrow that lasts only for 2 rounds in the weapon slot, and after launching it, open again to equip the former weapon. By the way, the part of the spell that allows to choose a target is not functioning for me. I cannot include these in the hotfix, because I have to change more than a few files. Will be fixed in B6. That may be the same thing as Produce flame, which I figured out later, had the wrong number on counter of effects, and the spell never showed out its abilities. That must be because the macro that grants the effects to destroy webs didn't reassign the counter, changing 7 to 10, and 9 to 12. Once I done it, the spell worked fine. I don't see a bug here, the spell works fine in my install, and the macro ADD_SPELL_EFFECT assigns counters properly. Hope this can be of any use, I sincerely admire you job, and want to play SP5 with full functionality. Thanks. -Galactygon -------------------- |
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Galactygon Your reactions to SpellPack Aug 6 2008, 04:07 PM
Eden Hello Galactygon,
I'm currently installing a ... Aug 13 2008, 04:04 PM
Galactygon Could you attatch SPWI524.SPL so I can replicate i... Aug 13 2008, 04:34 PM
Eden The spell is indeed added by NEJ2, and get and (no... Aug 13 2008, 05:14 PM
Galactygon I was able to replicate the error and correct it, ... Aug 13 2008, 05:48 PM
Eden Thanks, Ill take note of that. Aug 13 2008, 06:07 PM
Hollow Hello Galactygon.
Your Spell-Pack-Mod is great,I a... Oct 13 2008, 03:02 AM
Galactygon After installing the Core files of the mod you sta... Oct 13 2008, 01:25 PM
Hollow After installing the Core files of the mod you sta... Oct 14 2008, 09:03 PM
Galactygon Well I bet people have diffrent opinions about tha... Oct 19 2008, 06:22 AM
Hollow Hope this information is any help.
And if theres a... Oct 13 2008, 03:07 AM
Hollow I dont know about the cutscene yet since I dont ha... Oct 14 2008, 03:24 AM
Exor Really nifty, currently trying to see all new spel... Dec 29 2008, 06:54 PM
Galactygon Casting Otilukes Resilent Sphere on a really dead ... Jan 29 2009, 01:51 PM
Maanape Hello Galactygon. I'm trying your SpellPack 5 ... Feb 25 2009, 12:43 AM
Galactygon Hello Galactygon. I'm trying your SpellPack 5 ... Mar 1 2009, 08:49 AM
Maanape Web spell lasts a very long time, 2 turns/level II... Mar 3 2009, 09:22 PM
Galactygon Yeah, I know it, but I'm trying the BGT v1.07,... Mar 7 2009, 07:37 AM
Maanape I forgot to say it, but I also noticed Hammer of R... Feb 6 2010, 10:50 PM
Galactygon Reproduced and fixed on my local version, will pos... Feb 7 2010, 06:57 AM
Belegur I've run into a problem during the install, us... Feb 10 2010, 04:06 AM
Galactygon Yup, there is a line I forgot to delete in "S... Feb 10 2010, 09:34 PM
Maanape Hi again! I was intrigued why so few hobgoblin... Feb 17 2010, 06:36 PM
Galactygon I handle half damage saving throws in 3 effects, t... Feb 17 2010, 08:47 PM
Maanape Well, I did some changes in the effects, halving t... Feb 17 2010, 09:32 PM
Galactygon Sounds like a local issue, I doubt any mod that to... Feb 18 2010, 05:42 PM
Marvin Great to see you are still working on this great m... Mar 20 2010, 11:06 AM
Galactygon Great to see you are still working on this great m... Apr 3 2010, 08:09 AM
Marvin Hi Galactygon,
Good to see u around.
OK, since ... Apr 10 2010, 08:18 AM
Galactygon Good to see u around.
Will be around more this sum... Jul 4 2010, 08:30 PM
Galactygon Hi Galactygon,
Good to see u around.
OK, since ... Aug 17 2010, 08:46 PM
Hellcommander Great mod keep up the good work :) Aug 15 2010, 06:02 AM
Galactygon Thanks!
-Galactygon Aug 16 2010, 03:59 PM![]() ![]() |
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