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Polymorph Other issue

In the enhanced version, if the spell succeed, this spell actually lower/damage the target to 1 HP (meaning an easy kill) as per the "Flesh to Stone" spell. You still get to keep the loot. Also, the animatics are gone during the actual transformation. The target still looks like a squirrel though.

//Regards

Comments

  • elminsterelminster Member, Developer Posts: 16,317
    To be fair the description does state that physical attributes are changed to the new form. Squirrels in the game have 1 hp.
  • MWOMWO Member Posts: 214
    Yes, but you cannot cast any spells. It just says you fail with it. Also, if any of your own characters get polymorphed and then the effect is dispelled you still have 3 str and the spell failure. So no, the spell itself is somewhat bugged. When I've read through the bug forum it seems that many polymorphing abilities is quite bugged in some what or another.

    Also, on another note when we are talking about spell bugs, I find it very strange that Greater Malison seem to stack in the enhanced game, making it quite unbalanced (Imagine 3xGreater Malison = dead target).
  • MathsorcererMathsorcerer Member Posts: 3,044
    It appears that Greater Malison, like many other spells I have been noticing, use a new opcode 321 to remove their own effects before applying the new ones, thus making spells non-stackable. In times past this was accomplished by using the Protection From Spell effect and referencing the same spell; I do not know why this was changed and I do not know at this time if opcode 321 actually works.

    I haven't look at Polymorph Other much yet. The duration of all those effects is only 300,000 but who wants to sit around for a month waiting for them to end? I thought there was an opcode that could end all timed effects immediately but I am not seeing it right now.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    @Mathsorcerer
    There is no such opcode, except an action named: 322 FakeEffectExpiryCheck(O:Object*,I:Ticks*)
    Something like FakeEffectExpiryCheck(Myself, 300000) should work.

    The HP change should be fine if it doesn't kill a wounded target.
    The lingering spell failure/3 str would be a bug indeed.
  • MathsorcererMathsorcerer Member Posts: 3,044
    @Avenger_teambg Normally I would never think of disagreeing with you--I use your tools, in fact--but I am seeing that opcode in a variety of spells; both NI and DLTCEP display it even though NI says "unknown" and DLTCEP says "removal: effects specified by resource". Is this some sort of holdover or an IWD2 effect that is sneaking in? I suppose it could even be possible that I need to update to the latest versions of NI and DLTCEP but I could have sworn I did so. *shrug* Curious, no matter how you look at it.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    #321 "Remove Effects by Source" is an opcode we implemented as DLTCEP says.

    #322 FakeEffectExpiryCheck is an old action to remove all timed effects, you asked for it: " I thought there was an opcode that could end all timed effects immediately but I am not seeing it right now."

    They are different, and not just because one is action the other is an effect. The action removes effects by their timing, the opcode removes effects by source. You see it in a lot of spells because it is used to prevent stacking (notable example: deafness).
  • MathsorcererMathsorcerer Member Posts: 3,044
    Ah so. Thank you for the clarification. I suspected that this was the new way to prevent stacking so it is good to know that I am not becoming totally confused.
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