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#7212 [CORE] - Bard Blades Defensive Spins & Free Action (potion/spell/ring)

sunset00sunset00 Member Posts: 310
edited November 2013 in BGII:EE Bugs (v1.2.2030)
Tested BG2EE /v1.2.2030 (and can be applied to BG1EE v1.2).

Observed behaviour:
1. You use your FA potion/spell/ring FIRST (**)..you try to launch your blade DS... you WASTE your DF (nothing happens; only FA icon on portrait) AND you loose one point in your available DS numbers left).
2. You launch your blade DS FIRST... You use your FA potion/spell/ring ... _then_ you have no problems to use AND the FA effects (both FA+DS icons on portrait;ok), AND the DS, at the same time (DS not wasted). The DS movement lock is not unlocked though (*).

Expected behaviour:
1. Even if new dev team thought DS should NOT have the DS 'movement block' unlocked by FA (*)... You should NOT loose a point in your DS available numbers left; a simple block of the DS launch should be enough (not to loose a point at least)..
2. Well.. if 2. is normal (though the no DS movement lock unlocked is questionable (*) ).. then 1. is not right/logical, at the same time..or DS should be locked/removed in both cases (FA prioritory?..or not).. (similar to speed+FA..must remove the FA item first to get both effects..or waste the speed if FA first..not right/logical too - see also http://forum.baldursgate.com/discussion/26148/bug-free-action-potion-spell-item-speed-potion-spell#latest , a little the same mechanism /complete waste or not..).

(*)According to http://web.archive.org/web/20121218174907/http://playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Classes_and_Kits#Bard_Kits , the original BG2 clearly allowed the FA effect to unlock the DS lock.. ; "Defensive Spin (...) does only last 24 seconds and keeps you in stuck in place, so a blade cannot REPLACE a fighter or cleric tank... UNLESS they are under the effect of Free Action". That previously allowed interraction effect was removed only with the EEs apparently.


Nota;
There are no similar interactions problems between DS and speed spells; all working perfectly together, there; you can launch either one or the other first, you will always have both effects together (DS+speed/+ATT), but with of course the movement blocked by DS..and both icons at the same time. np here, perfect..

Nota2 (edit) (**):
Of course, the fun part is epecially with the Free Action (FA) potions : those ones are lasting for 2 hours.. you drink one.. means you are loosing ALL Defensive Spins (DS) for 2 hours too (at least the effects are shorter with spells and of course the simple ring removable at will).. in the current state of the EEs patches; 2 full hours / forced case 1. (all DS will be impossible AND wasted). ^
Post edited by Troodon80 on

Comments

  • CuvCuv Member, Developer Posts: 2,535
    I gotta agree here. I hate wasting my special abilities too. @Troodon80, can you take a look at this and write up a report so this gets looked at?
  • sunset00sunset00 Member Posts: 310
    @Cuv thx!
    Yes, if @Troodon80 could even drop an eye on that, no doubt would be even better.. ))
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    edited November 2013
    @Cuv @sunset00,

    On it. :)

    Logged, 7212.
    Post edited by Troodon80 on
  • sunset00sunset00 Member Posts: 310
    edited December 2013
    @Troodon80 great, thx)

    PS (131202) ; just found at last the way to remove (if wished^) the Blade DS movement lock..with FA (original BGs behaviour too)!^ Carefully looking into the multiple commandlines spells by spells/etc well shown in DLTCEP.. i could finally identify the op code related to that one)) ..'just' need to add the commandline under the FA priest spell(&/or others^) (every 14 different lvls lines for the spell btw^) ; Protection: from Opcode [101] --> 176 . and bingo (no more mvt lock from DS thx to FA, if wished, now..like in the original BGs^). Oh and... to just remove the DS abrupt block from FA (current v122030 DS launched _after_ FA / '1.' case => DS charges wasted then).. just remove the similar 'extended effect' line (always under the FA spell/item/potion/etc targetted..); 'Spell: Protection from Spell [206] (0xffffffff 0x7e) SPCL522'-->ressource SPCL522 (DS=SPCL522 / OS= SPCL521!).... and voilà too; FA will never again block DS like that, you will be able to use both (_but_ with always the DS movement lock if you have not also applied the first fix /opcode 176..), whatever FA drank/used before or after DS (uniformized effect behaviour like that, so) !... Nota, FA has all sort of others 'protections from op codes' (ex: 16=haste, 40=slow, etc)..that's the way the spell easily understands (so) what to remove/protect from (here/opcodes..have also/spells, remove previous icons too, etc). ..the 'only' OTHER tricky thing, now, is to APPLY THAT (and eventually every other modifications/finetunings found^) TO EVERY ITEMS/SPELLS/POTION THAT ARE USING FA(or any other attributes looked for) of course..to uniformize (on every items/etc) the expected behaviours (or not..if wished too^)..on that, you will also notice that 'glitches' inherited from the original BGs are sometimes always there; looking carefully like that, you quickly realize that some items (that are supposed to do the SAME effects..), are missing some commandlines (compared to other similar items/original spells..)..explaining why you can see those items having a 'surprising' weird behaviour compared to others of the same style (ex; bracers with Improved Haste charges (BRAC16)..like the speed potions (POTN14) they have NOT some of the exclusion commandlines that we can see in usual IH/Haste spells for exemple..results are quick to appear in practice (using them in game^)...if you use them FIRST (like potions..), you CAN use them with a bard blade OS, cumulating both +ATT boosts & effects etc.. when that's not possible of course with usual IH/H spells.. but 'of course', the triggers are there if you used OS first..and then you loose your potions/bracers charge if not used first (excluded ok)..^^ Well, said otherwise, for EVERY items/potions/etc to have the SAME uniformized and rational bahaviours with such or such spell effects..we must be sure the _same_ commandlines are present in every similar items like that.. or they will have 'bugged' 'specific' (or not) bahaviours, but otherwise incomprehensible)^

    Not an easy fix to generalize so (MUST know first EVERY items/etc using the targetted effect to verify/correct/modify..AND must then apply precisely the exact same specific lines to all of them..with no errors) )..but sure might be interesting/important if only 'to streamline' (as would say someone^) all the different Speed/FA items/spells effects in the game..they should have all the same reactions as expected, no exceptions (and NO need to drink first and then use the other -or the reverse-, just because there is again a missing exclusion commandline that can be exploited later like that so ;) )..OR ONLY if we have the exception clearly mentionned in the (really unique then^) item/etc descriptions, if uniquely wanted (ex; ring of FA, unique description with effects on speed+slow blocks..not present as precisely in usual FA spells/items?..a unique feature or a regular FA behaviour to expect so (aka blocking the speed bonuses too..not just freeing from mvts critters/blockers^) ?.. That changes everything too..^).. or is that the expected behaviour for every other FA items/spells etc?..). Anyway, the good news is that all that can be perfectly controlled & modified/corrected (if wished!) under DLTCEP (&especially DLTCEP+WeiDU for all the descriptions too..+EEKeeper initially of course) ) (or even NI, but that one is less clear for those commandlines..NI is great to get a quick list view of the different objects though).. very nice to know that's possible to modify that if wished..so easily (/DLTCEP..aka not only dependant of global patches..can be changed at the simple item/spells etc levels so)..at least)^^

    .... So far, though, i always could not identify exactly what could put back the 24h/1 day exact timer for the HLA Bards Magic Flutes to 24h as expected and regular.. and not only 16h as so far seen for my fix... (nota: we can observe the exact same 16h only problem with the current behaviour btw..with the 3 separated flutes unregular behaviour...). Not sure yet for that one (/exact timer modif setting to find), but should be doable too imo..must miss smthg, but what exacty for that one ?^..i might compare with other disappearing (on timers, same) summons items, maybe, to catch the correct line for that one (ex: items to summon lion, spiders, etc..all the a timer too if i remember well)..might be that..will try that..^
    Post edited by sunset00 on
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