[(BG1) Inconsistency] Flaming Fist Battle Wizard (FLAMWIZ.CRE) treated as 1st-level caster (0629)
Current behaviour: Flaming Fist Battle Wizards (FLAMWIZ.CRE) are treated as 1st-level casters when casting mage spells. As a result, the sizeable complements of Magic Missiles and Chromatic Orbs on which they rely are rendered eminently harmless.
Suggested behaviour: Since FLAMWIZ.CRE is listed as level 7/7/1 in NearInfinity, I would recommend the wizards be treated as 7th-level casters, instead.
Games affected: BG1, BGEE.
Notes: This bug remains an issue as of Build 0629.
Suggested behaviour: Since FLAMWIZ.CRE is listed as level 7/7/1 in NearInfinity, I would recommend the wizards be treated as 7th-level casters, instead.
Games affected: BG1, BGEE.
Notes: This bug remains an issue as of Build 0629.
Post edited by Bhryaen on
2
Comments
Maybe you should add INNOCENT as well, in that case, since that is the other special class. And then there is priest level detection.
I was just thinking whatever you did for FLAMING_FIST you should do for INNOCENT, since they are alike in many ways. For example, I don't know how extensively Gorion's death scene has been reworked, but the reason he was casting gimpy magic missiles before was that his class was INNOCENT. But Avenger's suggestion isn't bad either, and may be preferable to us poor saps without access to the source code.
[EDIT] Ok, now the default case (if the class doesn't match any PC class) will treat the character as a wizard when finding the wizard level
I'm not sure if @SetDavis will find their wizard level, though Unless the 'find wizard level code' will also take stats[LEVEL] as wizard level for classes other than PC classes. And then we are back to square 1.
Single classed creatures have one single level (stats[LEVEL]).
I tested this in 2 ways:
I CLUAConsole'd a FLAMWIZ and its Chromatic Orb stunned me and Magic Missile produced 4 missiles.
I went on a murderous rampage in Baldur's Gate and the Flaming Fist Battle Wizard that spawned also had the same behaviour.