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[(BG1, BG2) BUG] Item power levels (0813)

CamDawgCamDawg Member, Developer Posts: 3,394
edited August 2012 in Fixed
Background: Every effect in spells or items has a designated power level. When MGI blocks 1st-, 2nd-, and 3rd- level spells what it's really doing is blocking any effect with a power level of 1-3. By convention, unless an item descript says it 'casts X' Bioware was content to let abilities from items completely bypass any sort of spell protections. What we're doing here is setting a whole mess of effects to power level 0 (never blocked) to comply with this convention.
// fix power levels
COPY_EXISTING ~arow06.itm~ ~override~ // arrows of detonation - explosion has power 3
~arow08.itm~ ~override~ // arrows of fire - fire damage has power 6
~arow09.itm~ ~override~ // arrows of ice - cold damage has power 6
~ax1h07.itm~ ~override~ // bala's axe - miscast magic effects have power 3
~bolt03.itm~ ~override~ // bolt of lightning - electrical damage has power 6
~bolt05.itm~ ~override~ // bolt of polymorphing - polymorph effects are power 6
~bonedag.itm~ ~override~ // bone dagger attack item - slow effects have power 2, all other effects 0
~dart03.itm~ ~override~ // dart of stunning - stun effects have power 8
~dart04.itm~ ~override~ // dart of wounding - poison damage has power 0, poison portrait icon has power 8
~hamm03.itm~ ~override~ // ashideena - electrical damage has power 8
~potn26.itm~ ~override~ // potion of explosions
~potn27.itm~ ~override~ // potion of firebreath
~quasclaw.itm~ ~override~ // attack of quasit familiars - dex drain has power 4
~revent1.itm~ ~override~ // attack of revenants - paralyzation effects at power 1
~ring20.itm~ ~override~ // ring of energy
~scrl03.itm~ ~override~ // protection from acid
~scrl04.itm~ ~override~ // protection from cold
~scrl05.itm~ ~override~ // protection from electricity
~scrl06.itm~ ~override~ // protection from fire
~scrl08.itm~ ~override~ // protection from poison
~scrl09.itm~ ~override~ // protection from undead
~scrl15.itm~ ~override~ // protection from petrification
~shille.itm~ ~override~ // shillelagh - visual effect has power 1
~sw1h06.itm~ ~override~ // varscona - cold damage at power 8
~wand12.itm~ ~override~ // wand of wonder - all effects at power 0 except visuals at 8
~wolfwi1.itm~ ~override~ // attack of winter wolves - cold damage at power 1
~wolfwi2.itm~ ~override~ // attack of winter wolves - cold damage at power 1
READ_LONG 0x64 "abil_off" ELSE 0
READ_SHORT 0x68 "abil_num" ELSE 0
READ_LONG 0x6a "fx_off" ELSE 0
FOR (index = 0 ; index < abil_num ; index = index + 1) BEGIN // cycle thru abilities
READ_SHORT (0x1e + "%abil_off%" + ("%index%" * 0x38)) "abil_fx_num"
READ_SHORT (0x20 + "%abil_off%" + ("%index%" * 0x38)) "abil_fx_idx"
FOR (index2 = 0 ; index2 < abil_fx_num ; index2 = index2 + 1) BEGIN
WRITE_BYTE ("%fx_off%" + 0x03 + (("%abil_fx_idx%" + "%index2%") * 0x30)) 0 // should bypass spell protections

Post edited by Bhryaen on


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