Skip to content

[(BG2) Bug] Offensive, defensive spin; Boon of Lathander, Melf's Minute Meteors

CamDawgCamDawg Member, Developer Posts: 3,438
edited November 2012 in Fixed
Sorry to lump these together, but there's a lot of interconnected fixes here.

First, part of this is to hedge against the current attacks per round opcode (1) behavior.

Basically, this splits the ApR bonuses of Boon of Lathander and Offensive Spin into separate spells so they can be specifically blocked by Melf's Minute Meteors.

So first, if a character is wielding MMM, it makes them immune to these two new spells. melfmet.itm isn't currently in the game, so be sure to apply these when they get imported:

COPY_EXISTING ~melfmet.itm~ ~override~
LPF ~ADD_ITEM_EQEFFECT~ INT_VAR
opcode = 206 // protection from spell
target = 1 // target self
timing = 2 // instant/while equipped
parameter1 = 0xffffff // no string
STR_VAR resource = spcl521d
END
LPF ~ADD_ITEM_EQEFFECT~ INT_VAR
opcode = 206 // protection from spell
target = 1 // target self
timing = 2 // instant/while equipped
parameter1 = 0xffffff // no string
STR_VAR resource = spcl741d
END
BUT_ONLY
Next, some fixes for offensive spin. The THAC0 bonus was being applied but not showing on the character record. The blade could be hasted while spinning, contrary to the description, and the haste effect killed offhand attacks.
// offensive spin fixes
COPY_EXISTING ~spcl521.spl~ ~override~
LAUNCH_PATCH_FUNCTION ~DELETE_SPELL_EFFECT~ INT_VAR
opcode_to_delete = 177 END // delete apply eff
LAUNCH_PATCH_FUNCTION ~DELETE_SPELL_EFFECT~ INT_VAR
opcode_to_delete = 16 END // delete haste
LAUNCH_PATCH_FUNCTION ~ADD_SPELL_EFFECT~ INT_VAR
opcode = 54 // thac0 bonus
target = 1 // target self
parameter1 = 2 // +2
duration = 24 // duration
resist_dispel = 2 // not dispel/bypass MR
insert_point = 0 // add as first effect
END
LAUNCH_PATCH_FUNCTION ~ADD_SPELL_EFFECT~ INT_VAR
opcode = 101 // immunity to effect
target = 1 // target self
parameter2 = 16 // haste
duration = 24 // duration
resist_dispel = 2 // not dispel/bypass MR
insert_point = 0 // add as first effect
END
LAUNCH_PATCH_FUNCTION ~ADD_SPELL_EFFECT~ INT_VAR
opcode = 126 // movement rate bonus
target = 1 // target self
parameter1 = 200 // 200%
parameter2 = 2 // set to %
duration = 24 // duration
resist_dispel = 2 // not dispel/bypass MR
insert_point = 0 // add as first effect
END
LAUNCH_PATCH_FUNCTION ~ADD_SPELL_EFFECT~ INT_VAR
opcode = 146 // cast spell
target = 1 // target self
timing = 1 // instant/permanent
parameter2 = 1 // cast instantly
resist_dispel = 2 // not dispel/bypass MR
insert_point = 0 // add as first effect
STR_VAR resource = spcl521d
END
BUT_ONLY
Boon of Lathander lacked ability headers, meaning it was acting as if the caster was level 10 if the caster was actually level 1-9. The ApR is changed to a cast spell.
// extend boon of lathander headers down to level 1
// change ApR to cast shell spell instead
COPY_EXISTING ~spcl741.spl~ ~override~
LAUNCH_PATCH_FUNCTION ~DELETE_SPELL_EFFECT~ INT_VAR
opcode_to_delete = 1 END // delete ApR
LAUNCH_PATCH_FUNCTION ~ADD_SPELL_EFFECT~ INT_VAR
opcode = 146 // cast spell
target = 1 // target self
timing = 1 // instant/permanent
parameter2 = 1 // cast instantly
insert_point = 0 // add as first effect
STR_VAR resource = spcl741d
END
READ_LONG 0x64 "abil_off"
READ_SHORT 0x68 "abil_num"
WRITE_SHORT 0x68 20
READ_LONG 0x6a "fx_off"
READ_ASCII "%abil_off%" "abil_clone" (0x28) // reads ability #1 for cloning
READ_SHORT ("%abil_off%" + 0x1e) "abil_fx_num1" // from abil #1
READ_ASCII "%fx_off%" "fx_clone" (0x30 * "%abil_fx_num1%") // reads fx of abil #1 for cloning
WRITE_SHORT ("%abil_off%" + 0x10) 10 // turns level 1 header into 10
FOR (index = 0 ; index < abil_num ; index = index + 1) BEGIN // adjust indices on existing abil for new abil/fx
READ_SHORT ("%abil_off%" + 0x20 + (0x28 * "%index%")) "abil_fx_idx"
WRITE_SHORT ("%abil_off%" + 0x20 + (0x28 * "%index%")) ("%abil_fx_idx%" + (9 * "%abil_fx_num1%"))
END
FOR (index = 9 ; index > 0 ; index = index - 1) BEGIN // add new abilities
INSERT_BYTES "%abil_off%" 0x28
WRITE_ASCIIE "%abil_off%" "%abil_clone%" // clones lev 10 ability
WRITE_SHORT ("%abil_off%" + 0x10) "%index%" // min lev
WRITE_SHORT ("%abil_off%" + 0x1e) "%abil_fx_num1%"
WRITE_SHORT ("%abil_off%" + 0x20) ("%abil_fx_num1%" * ("%index%" - 1))
SET "fx_off" = ("%fx_off%" + 0x28)
INSERT_BYTES "%fx_off%" (0x30 * "%abil_fx_num1%")
WRITE_ASCIIE "%fx_off%" "%fx_clone%" // clones effects
FOR (index2 = 0 ; index2 < abil_fx_num1 ; index2 = index2 + 1) BEGIN
READ_LONG ("%fx_off%" + 0x0e + (0x30 * "%index2%")) "duration"
PATCH_IF ("%duration%" = 60) BEGIN
WRITE_LONG ("%fx_off%" + 0x0e + (0x30 * "%index2%")) (6 * "%index%")
END
END
END
WRITE_LONG 0x6a "%fx_off%"
BUT_ONLY
And finally, we create the ApR sub-spells for Boon & Offensive spin. These add the ApR and make the caster immune to MMM for the duration.
// split ApR from offensive spin/boon into their own spells to avoid MMM issues
COPY_EXISTING ~spcl521.spl~ ~override/spcl521d.spl~
~spcl741.spl~ ~override/spcl741d.spl~
WRITE_ASCII 0x10 ~~ #8 // remove casting sound
WRITE_ASCII 0x22 0 // remove casting animation
LAUNCH_PATCH_FUNCTION ~DELETE_SPELL_EFFECT~ INT_VAR
opcode_to_delete = `0x0 END // delete all effects
PATCH_IF ("%SOURCE_RES%" STRING_COMPARE_CASE "spcl521" = 0) BEGIN
SET base_dur = 18
END ELSE BEGIN
SET base_dur = 0
END
READ_SHORT 0x68 "abil_num"
FOR (index = 1 ; index <= abil_num ; index = index + 1) BEGIN
LAUNCH_PATCH_FUNCTION ~ADD_SPELL_EFFECT~ INT_VAR
opcode = 1 // attacks per round
target = 1 // target self
parameter1 = 1 // bonus
resist_dispel = 2 // not dispel/bypass MR
duration = ("%base_dur%" + (6 * "%index%")) // duration
header = "%index%"
END
LAUNCH_PATCH_FUNCTION ~ADD_SPELL_EFFECT~ INT_VAR
opcode = 206 // protection from spell
target = 1 // target self
parameter1 = 0xffffffff // no string
resist_dispel = 2 // not dispel/bypass MR
duration = ("%base_dur%" + (6 * "%index%")) // duration
header = "%index%"
STR_VAR resource = spwi325 // MMM
END
END
BUT_ONLY</pre>

And finally, closing a defensive spin exploit. Using other spells/items that changed movement rate, the blade could go walkabout contrary to the description.

// defensive spin fixes
COPY_EXISTING ~spcl522.spl~ ~override~
READ_LONG 0x64 "abil_off"
READ_SHORT 0x68 "abil_num"
READ_LONG 0x6a "fx_off"
SET "fx_delta" = 0
FOR ("index" = 0; "%index%" < "%abil_num%"; "index" = ("%index%" + 1)) BEGIN // fix existing effects
READ_SHORT ("%abil_off%" + 0x1e + (0x28 * "%index%")) "abil_fx_num"
READ_SHORT ("%abil_off%" + 0x20 + (0x28 * "%index%")) "abil_fx_idx"
SET "abil_fx_idx" = ("%abil_fx_idx%" + "%fx_delta%")
WRITE_SHORT ("%abil_off%" + 0x20 + (0x28 * "%index%")) ("%abil_fx_idx%")
FOR (loops = abil_fx_num ; loops > 0 ; loops = loops - 1) BEGIN
READ_SHORT ("%fx_off%" + (0x30 * ("%abil_fx_idx%" + ("%loops%" - 1)))) "opcode"
PATCH_IF ("%opcode%" = 206) BEGIN // insert right before spell immunities
WRITE_SHORT ("%abil_off%" + 0x1e + (0x28 * "%index%")) ("%abil_fx_num%" + 1)
SET "fx_delta" = ("%fx_delta%" + 1)
INSERT_BYTES ("%fx_off%" + (0x30 * ("%abil_fx_idx%" + ("%loops%" - 1)))) 0x30 // insert new effect
WRITE_SHORT ("%fx_off%" + (0x30 * ("%abil_fx_idx%" + ("%loops%" - 1)))) 101 // immunity to effect
WRITE_BYTE ("%fx_off%" + 0x02 + (0x30 * ("%abil_fx_idx%" + ("%loops%" - 1)))) 1 // target self
WRITE_LONG ("%fx_off%" + 0x08 + (0x30 * ("%abil_fx_idx%" + ("%loops%" - 1)))) 126 // movement rate bonue
WRITE_BYTE ("%fx_off%" + 0x0d + (0x30 * ("%abil_fx_idx%" + ("%loops%" - 1)))) 2 // not dispel/not bypass
WRITE_LONG ("%fx_off%" + 0x0e + (0x30 * ("%abil_fx_idx%" + ("%loops%" - 1)))) 24 // duration
WRITE_BYTE ("%fx_off%" + 0x12 + (0x30 * ("%abil_fx_idx%" + ("%loops%" - 1)))) 100 // prob 1
SET "loops" = 0
END
END
END
BUT_ONLY_IF_IT_CHANGES
Post edited by Tanthalas on
«1

Comments

  • TanthalasTanthalas Member Posts: 6,738
    O.O
  • CorianderCoriander Member Posts: 1,667
    0_o
    I'll... get right on that....
  • NathanNathan Member Posts: 1,007
    edited July 2012
    Verified that these changes have been implemented internally, and should be present in the next build. I'm going to earmark this for extra testing beyond the norm for the other found and fixeds - I see nothing wrong with the fix and am assuming it was vetted via the BG2FP, but a little extra playtesting to ensure it didn't break anything in BGEE will be good...
  • TanthalasTanthalas Member Posts: 6,738
    Hmm, I think I'll let one of you guys have fun with this one. >_>
  • TanthalasTanthalas Member Posts: 6,738
    Confirmed Not Fixed

    @CamDawg, @Nathan
    You can still use the Ring of Free Action to bypass the Defensive Spin resctriction to movement. Is this intended?

    Not sure how to test the MMM issues since the scroll isn't in the game.
  • TanthalasTanthalas Member Posts: 6,738
    edited November 2012
    Confirmed Fixed:

    Boon of Lathander now has the correct duration for levels 1-9.
    Post edited by Tanthalas on
  • TanthalasTanthalas Member Posts: 6,738
    edited November 2012
    Confirmed Fixed:

    Blades can no longer be hasted while Offensive Spin is active. The THAC0 bonus of Offensive Spin is also now reflected on the Records page.

    Note: Is Offensive Spin supposed to increase the movement rate of the Blade? Its not in the description of the ability.
    Post edited by Tanthalas on
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Tanthalas said:

    @CamDawg, @Nathan
    You can still use the Ring of Free Action to bypass the Defensive Spin resctriction to movement. Is this intended?

    Well, I think the only way to block the ring would be to put defensive spin into the innate movement speed increase category (opcode 176, what we use for the monk/barbarian speed increases), but I worry it may have unintended consequences.

    @Wisp, @Avenger_teambg, anything come to mind that would react badly to defensive spin using 176 instead of 126?
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Tanthalas said:

    Confirmed Fixed but with a new issue:
    @Nathan, @CamDawg
    However, similar to what happens when Boon of Lathander is used, when Offensive Spin is used a duplicate text of:

    "CHARNAME- Offensive Spin : CHARNAME"

    Yeah, this was something Wisp and aVENGER found and corrected in later versions of Fixpack. To correct it in the current build we ust need to strip the names from the shell spells
    COPY_EXISTING ~spcl521d.spl~  ~override~
    ~spcl741d.spl~ ~override~
    SAY 0x08 #-1
    SAY 0x0c #-1
    Tanthalas said:

    Note: Is Offensive Spin supposed to increase the movement rate of the Blade? Its not in the description of the ability.

    It originally used the haste opcode to increase the ApR which came with the inherent speed increase. Baldurdash and later Fixpack swapped out haste for movement speed increase + ApR bonus, otherwise you lose offhand attacks.

    Might be worth adding to the description, sure.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited August 2012
    CamDawg said:

    Tanthalas said:


    @Avenger_teambg, anything come to mind that would react badly to defensive spin using 176 instead of 126?

    Nah, the only thing went through my mind was that this is a really elegant fix. Wish we had a spare opcode for everything like this. I didn't really dig deeper than that.
    Post edited by Avenger_teambg on
  • WispWisp Member Posts: 1,102
    edited August 2012
    @CamDawg
    Off-hand I can't think of any problems. It is already used by Otiluke's for essentially the same purpose.
    Defensive Spin not being blocked by Free Action (since DS is the Blade choosing to hold his ground) is a change we have been meaning to add to Fixpack 10, but it hasn't been gotten around to yet.
    Post edited by Wisp on
  • CamDawgCamDawg Member, Developer Posts: 3,438
    COPY_EXISTING ~spcl522.spl~ ~override~
    LPF ADD_SPELL_EFFECT INT_VAR
    opcode = 176
    target = 1
    parameter2 = 1
    resist_dispel = 2
    duration = 24
    insert_point = 0
    END
  • CamDawgCamDawg Member, Developer Posts: 3,438
    edited August 2012
    Add a ping for @Nathan and @Coriander, and I'll move this back into the B forum. There's the additional patch for spcl522, post above, and a little further up we null the strrefs for the new *d.spl files to avoid extra feedback.
  • Humanoid_TaifunHumanoid_Taifun Member Posts: 1,063
    edited November 2012
    So, I concluded the first test with a blade.

    1. You should probably warn people not to cast Melf's Minute Meteors while under an effect that is incompatible with MMM - or remove the extra attack from Offensive Spin as MMM takes effect. As it is, it just leaves people wondering why their spell failed.

    2. MMM followed by OS works as intended.
    Post edited by Tanthalas on
  • Humanoid_TaifunHumanoid_Taifun Member Posts: 1,063
    4. 1 and 2 also apply to Boon of Lathander.

    5. You can activate Offensive Spin while under the effect of Haste. @Camdawg

    6. The opposite is impossible.

    7. Using Defensive Spin is impossible while under the effect of Free Action. I'd like some sort of warning here, as well. (if not in advance, then at least a notification why the ability didn't take effect).

    8. Boon of Lathander now takes note of the caster's level. At level 1, its duration is 6 seconds.
  • CamDawgCamDawg Member, Developer Posts: 3,438
    edited September 2012
    Since the ApR stacking bug is now fixed, we can do away with a lot of this silliness.

    spcl521d and spcl741d can be outright deleted and we can move ApR back into the spells proper and remove a lot of the spell immunities:
    COPY_EXISTING ~melfmet.itm~ ~override~
    LPF DELETE_ITEM_EQEFFECT INT_VAR opcode_to_delete = 206 END

    COPY_EXISTING ~spcl521.spl~ ~override~
    LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 146 END
    LPF ADD_SPELL_EFFECT INT_VAR insert_point = 0 opcode = 1 target = 1 parameter1 = 1 resist_dispel = 2 duration = 24 END

    COPY_EXISTING ~spcl741.spl~ ~override~
    LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 146 END
    READ_SHORT 0x68 abil_num
    FOR (index = 1 ; index < (abil_num + 1) ; ++index) BEGIN
    LPF ADD_SPELL_EFFECT INT_VAR opcode = 1 target = 1 parameter1 = 1 resist_dispel = 3 power = 4 duration = (6 * index) header = index END
    END
    As for haste -> offensive spin, here we go:
    // haste needs immunity from offensive spin spwi305, spwi613
    COPY_EXISTING ~spwi305.spl~ ~override~
    ~spwi613.spl~ ~override~
    READ_LONG 0x34 level
    READ_SHORT 0x68 abil_num
    FOR (index = 1 ; index < (abil_num + 1) ; ++index) BEGIN
    LPF ADD_SPELL_EFFECT INT_VAR opcode = 206 target = 2 parameter1 = "-1" resist_dispel = 3 power = level
    duration = ((14 * level) + (6 * index)) header = index STR_VAR resource = "spcl521" END
    END
    Also, this:
    CamDawg said:

    COPY_EXISTING ~spcl522.spl~ ~override~
    LPF ADD_SPELL_EFFECT INT_VAR
    opcode = 176
    target = 1
    parameter2 = 1
    resist_dispel = 2
    duration = 24
    insert_point = 0
    END
    ...is utterly useless, as the free action unstun opcode also wipes 176s. I suppose we could add immunity to the free action unstun opcode but I think we'd be asking for trouble.

    edit: unstun, not free action
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Hmm, now I'm really confused. Now the ring of free action is properly behaving with defensive spin--perhaps the engine was pulling an old item from the cache?

    Could someone else try going into a defensive spin and then equipping the ring of free action? Ideally you should still be stuck in place.

    Oh, and a ping for @coriander or @Nathan for the new stuff above. Ignore the last bit about spcl522 for now.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    I'm happy that the big heap of spaghetti is getting removed. It was getting complicated.
  • Humanoid_TaifunHumanoid_Taifun Member Posts: 1,063
    @CamDawg
    CamDawg said:


    Could someone else try going into a defensive spin and then equipping the ring of free action? Ideally you should still be stuck in place.

    That's the result I got. Apparently I forgot to report it (except by omission because it worked). Sorry for the confusion.
  • SethDavisSethDavis Member Posts: 1,812
    Potentially fixed - New stuff has been added.
  • TanthalasTanthalas Member Posts: 6,738
    edited November 2012
    Being hasted now prevents the Blade from using Offensive Spin.
    Post edited by Tanthalas on
  • CamDawgCamDawg Member, Developer Posts: 3,438
    The last fixes (hopefully!) for the spins need the library from over here:
    // fix excessive thac0 bug
    COPY_EXISTING ~spcl521.spl~ ~override~
    LPF cd_spell_alter_effect INT_VAR opcode = 54 parameter1 = 2 END

    // dump extra 176 opcode
    COPY_EXISTING ~spcl522.spl~ ~override~
    LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 176 END
    LPF ADD_SPELL_EFFECT INT_VAR opcode = 176 target = 1 parameter2 = 1 resist_dispel = 2 duration = 24 insert_point = 0 END
  • SethDavisSethDavis Member Posts: 1,812
    Potentially fixed - @CamDawg's fix has been applied
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Our long national nightmare is over. This is fixed in 0924.
  • AbelAbel Member Posts: 785
    @CamDawg I don't understand how MMM and OS now interact. Is it possible to use both spells in conjunction? If not, could you explain why? Because from the description of the spell/ability nothing let us suppose they couldn't.
    Another thing: from what I understand, you decided to prevent the use of OS when the character is under the effects of haste/improved haste and inversely. But you could also have decided that the ability/spell would remove the active one. So, why did you choose the first solution over the second one?
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Abel said:

    @CamDawg I don't understand how MMM and OS now interact. Is it possible to use both spells in conjunction? If not, could you explain why? Because from the description of the spell/ability nothing let us suppose they couldn't.

    Yes, you can use MMM with offensive spin. There's an incredibly long explanation as to why we rejigger OS and MMM below.*
    Abel said:

    Another thing: from what I understand, you decided to prevent the use of OS when the character is under the effects of haste/improved haste and inversely. But you could also have decided that the ability/spell would remove the active one. So, why did you choose the first solution over the second one?

    It's more or less impossible to remove specific spell effects in the Infinity Engine. Having haste remove offensive spin, or vice versa, isn't a realistic option, so we prevent one while the other was active. It's how BG2 handles it by default.


    * So, this is a BG2 Fixpack fix that's very roundabout because we couldn't fix the underlying engine behavior. The good news is that BGEE can, and did, so all of the roundabout hacks I'm about to describe do not apply to BGEE, only to BG2. (In other words, I'm warning you now that a tl;dr is about to follow.) The blade kit description explicitly states that haste and improved haste don't work with offensive spin, and that is enforced in BGEE and BG2 Fixpack.

    So... (deep breath):

    The haste spell works by using the haste opcode in the engine, which is a bit wonky. It can up to double your main hand attacks while completely eliminating offhand attacks. The haste opcode also prevents itself from stacking so if you already under the effect of haste you can not get another haste added.

    The problems here really come about because the original devs used the haste opcode for spells/items which really should use two other opcodes instead--movement speed and attacks per round--and one such spell is offensive spin. They relied on the haste opcode not being allowed to stack with itself to prevent the offensive spin + haste combo, but it was poorly done. If you cast offensive spin while hasted, you didn't get double-hasted, yes, but all of the other bonuses from offensive spin (i.e. thac0 and damage bonuses) would still apply. Offensive spin would also eliminate offhand attacks and not necessarily add attacks, which is fairly suboptimal all around.

    So Fixpack changes offensive spin to use a combination of movement speed increase + attack per round bonuses and prevent haste through spell protections, and now everything works as it should--haste and offensive spin don't stack, at all, and offensive spin now provides a consistent extra attack, keeps the offhand attack, and the same movement speed bonus still applies. A win-win all around, let's go home.

    ...except we now run into another problem with the engine, namely how the engine handles the stacking of attacks per round increases. Melf's Minute Meteors sets attacks per round to five, but when stacked with other attack per round increases (such as those from offensive spin or Boon of Lathander), it would actually wrap around and result in 0.5 attacks per round.

    BGEE simply fixes the behavior of how attacks per round stacking, as does TobEx for Windows-based BG2 games. (TobEx came about long after we had to deal with this for Fixpack, and Fixpack still has to provide a fix for OSX and Linux games.) For BG2FP, we had to use the elaborate workaround from above. Attack per round bonuses from Boon and spin were farmed out to separate spells, and those parts--and those parts only--were blocked by MMM so as to keep the 5 attacks/round. So once again, everything works as it should and only modders or really interested players get to see how elaborate we had to hack to make it work.
  • NuinNuin Member Posts: 451
    edited November 2012
    For the sake of convenience would it be possible to have Haste or Improved Haste affect a Blade even while he is using Offensive Spin, just that Offensive Spin effect cancels out the formers' effects as long as it is active or whenever it is activated? So we wouldn't need to cast Haste/Improved Haste all over again or have to move the Blade around during buffing sessions (which would make things really awkward during surprise encounters). Or is this already in effect? Really sorry, but I just wanted to very clear on what worked.
  • TanthalasTanthalas Member Posts: 6,738
    @Nuin

    Like CamDawg explained, the engine doesn't really have a good way for Haste or Offensive Spin to erase the previous effect when activated. So yes, if you have Haste active, the Blade will not be able to activate Offensive Spin.
  • NuinNuin Member Posts: 451
    edited November 2012
    That will be problematic, especially at higher levels when the Haste buff can last for a very long time.

    It doesn't need to be Haste, just Offensive Spin that temporarily cancels out/suppresses all other haste effects while active/if activated. I thought the actual wording meant that they were not supposed to stack, much like Barkskin's AC bonus doesn't stack with Full Plate Armor +3, not that they couldn't both be active at the same time (ie, remove Full Plate Armor +3, and you still have Barkskin's effect). Because following it word for word would make things unnecessarily tedious (eg, if someone screwed up buffing and accidentally hasted the Blade, then he would actually have to reload/wait for a few minutes for the buff to run its course).

    I understand that this is due to IE limitations, but hopefully a better solution may yet be found in the future if things in BG:EE currently are as they are.
    Post edited by Nuin on
  • TanthalasTanthalas Member Posts: 6,738
    @Nuin

    Well, the current situation is honestly better than the previous situation where Haste and Offensive Spin were activaed at the same time but not actually giving you the bonuses that they should.
Sign In or Register to comment.