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Arcane level 1 fixes #41

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merged 8 commits into from Aug 8, 2021

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lambda-dom
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@lambda-dom lambda-dom commented Jul 23, 2021

Arcane Level 1 spell fixes.

  1. Mage Armor: fix protection from spell opcode's target and power and add parameter1 = 74011 = "You cannot cast this spell until the current casting has run out." to it. Add protection against armor spells (Spirit Armor does it).
  2. True Strike: target preset -> self.
  3. Sleep: First header misses display portrait icon. First header display string "spell ineffective" resist_dispel -> 0. Headers other than first miss display string "spell ineffective" opcode.
  4. Chill Touch: create item opcode amount 0 -> 1.
  5. Charm Person: add Display String 1476 = Charmed.
  6. Obscuring Mist: same fixes as Cleric version. See Divine level 1 spell fixes. Fixed bam with messed up transparency layer by using SRR bam.
  7. Monster Summoning I: corrected power 6 -> 0 of summoning effect.
  8. Expeditious Retreat: resist_dispel is all over the place. Standardized -> 3 since it targets party.
  9. Shield: play sound resist_dispel 1 -> 3. Added protection against TRAP_MAGIC_MISSILE. Add parameter1 = 74011 = "You cannot cast this spell until the current casting has run out." to protection from spell for non-stacking.
  10. Spook: display string opcode resist_dispel 0 -> 1.

@mike1072
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All of the files in the commit have a single quote at the end of their filenames, so this is being treated as introducing new files rather than changing the existing ones.

@lambda-dom
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Grrr, a dangling ' in the WeiDU code. Fixing asap.

@lambda-dom
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I will do a squash before committing to keep the git history clean.

@BartyMae
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Only tangentially related to your fixes, but I think SR should consider making it so that the Charm series of spells results in a non-hostile reaction once the charm effect has ended for BG1's sake: lots of Charm-specific dialogue in that game that you cannot realistically access when the spell irreversibly and unavoidably always causes hostility to the charmed NPC.

@lambda-dom
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I will keep that in mind.

@subtledoctor
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SR should consider making it so that the Charm series of spells results in a non-hostile reaction once the charm effect has ended for BG1's sake: lots of Charm-specific dialogue in that game

I still think it's worth discussing whether/how to make Charm more like a localized Friends effect, than "Domination at 1st level." I know we never found a solution that Demi liked and/or that would play nice with SCS... but I hate this spell as it exists in this engine, and I still hope to find a valid modification of it. Maybe drastically reduce the duration. Heck, maybe it should just be replaced altogether. Give Friends the Charm effect to get that BG1 dialogue.

@lambda-dom
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lambda-dom commented Jul 27, 2021

I still think it's worth discussing whether/how to make Charm more like a localized Friends effect, than "Domination at 1st level." I know we never found a solution that Demi liked and/or that would play nice with SCS... but I hate this spell as it exists in this engine, and I still hope to find a valid modification of it. Maybe drastically reduce the duration. Heck, maybe it should just be replaced altogether. Give Friends the Charm effect to get that BG1 dialogue.

Agreed. I would suggest changing the charm type to 0 of the charm opcodes in the spells Charm Person (wizard, level 1) and maybe Charm Person or Mammal (cleric, level 2). This is the easiest and most straightforward implementation -- if I am reading the IESDP correctly. Any cons? Since this is a functional change, I will open an RFC.

@lambda-dom
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Deferring the charm stuff to a new PR and merging this.

@lambda-dom lambda-dom merged commit 5a31638 into Gibberlings3:master Aug 8, 2021
@lambda-dom lambda-dom deleted the arcane_level1_fixes branch August 8, 2021 13:22
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4 participants