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The Black Wyrm's Lair Terms of Use |
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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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#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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#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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Lo-Fi Version | Time is now: 11th August 2025 - 08:48 PM |