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

CamDawgCamDawg Member, Developer Posts: 3,438
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
END
END
BUT_ONLY_IF_IT_CHANGES
Post edited by Bhryaen on

Comments

  • CorianderCoriander Member Posts: 1,667
    I'll put it in.
  • NathanNathan Member Posts: 1,007
    Verified, this change has been implemented internally and should be present in the next build.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    I would not set a creature's attack to 0, by d&d conventions a magic attack is the same level as the creature, isn't it? Or something similar.
    Otherwise the script was confirmed executed.
  • BhryaenBhryaen Member Posts: 2,874
    Confirmed Applied:

    Near Infinity shows all these now have all their sundry effects changed to Power 0:
    AROW06
    AROW08
    AROW09
    AX1H07
    BOLT03
    BOLT05
    BONEDAG
    DART03
    DART04
    HAMM03
    POTN26
    POTN27
    QUASCLAW
    RING02
    SCRL03
    SCRL04
    SCRL05
    SCRL06
    SCRL08
    SCRL09
    SCRL15
    SHILLE
    SW1H06
    WAND12
    WOLFWI1
    WOLFWI2

    Confirmed not completely applied (not sure if this is actually an issue):

    REVENT1 (Regeneration Effect set to Power 1)
  • SethDavisSethDavis Member Posts: 1,812
    edited August 2012
    I'll grab that one now

    Potentially fixed - REVENT1 now has its regeneration power set to 0
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    It was not an issue, as it was nonmagical (undispellable). But it is not a problem to clear it either.
  • TanthalasTanthalas Member Posts: 6,738
    Used NI to check that REVENT1 now has its regeneration power set to 0.

    I think I cna safely file this one as Fixed.
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