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[(BG2) bug] Spell schools for item abilities

CamDawgCamDawg Member, Developer Posts: 3,438
edited November 2012 in Fixed
Just like spells themselves, item abilities can have spell schools and secondary types. For the most part, these are taken from BG2's assignments and applied to BG items:
// match to underlying spell
COPY_EXISTING ~wand10.itm~ ~override~ // wand of monster summoning
READ_LONG 0x64 abil_off
READ_SHORT 0x68 abil_num
FOR (index = 0 ; index < abil_num ; ++index) BEGIN
WRITE_BYTE (abil_off + 0x17 + (index * 0x38)) 2 // school: conjuration
WRITE_BYTE (abil_off + 0x19 + (index * 0x38)) 6 // secondary: conjuration
END
BUT_ONLY

// match to underlying spell
COPY_EXISTING ~ring03.itm~ ~override~ // ring of animal friendship
~wand02.itm~ ~override~ // wand of fear
~wand04.itm~ ~override~ // wand of paralyzation
~wand08.itm~ ~override~ // wand of sleep
READ_LONG 0x64 abil_off
READ_SHORT 0x68 abil_num
FOR (index = 0 ; index < abil_num ; ++index) BEGIN
WRITE_BYTE (abil_off + 0x17 + (index * 0x38)) 4 // school: enchantment
WRITE_BYTE (abil_off + 0x19 + (index * 0x38)) 11 // secondary: disabling
END
BUT_ONLY

// match to underlying spell
COPY_EXISTING ~potn10.itm~ ~override~ // potion of invis
~ring05.itm~ ~override~ // invis ring
READ_LONG 0x64 abil_off
READ_SHORT 0x68 abil_num
FOR (index = 0 ; index < abil_num ; ++index) BEGIN
WRITE_BYTE (abil_off + 0x17 + (index * 0x38)) 5 // school: illusion
WRITE_BYTE (abil_off + 0x19 + (index * 0x38)) 3 // secondary: illusionary protections
END
BUT_ONLY

// match to underlying spell
COPY_EXISTING ~amul15.itm~ ~override~ // shield amulet
READ_LONG 0x64 abil_off
READ_SHORT 0x68 abil_num
FOR (index = 0 ; index < abil_num ; ++index) BEGIN
WRITE_BYTE (abil_off + 0x17 + (index * 0x38)) 6 // school: invocation
WRITE_BYTE (abil_off + 0x19 + (index * 0x38)) 7 // secondary: combat protections
END
BUT_ONLY

// match to underlying spell
COPY_EXISTING ~wand03.itm~ ~override~ // wand of magic missiles
~wand05.itm~ ~override~ // wand of fire
~wand06.itm~ ~override~ // wand of frost
~wand07.itm~ ~override~ // wand of lightning
~wand11.itm~ ~override~ // wand of the heavens
~wand12.itm~ ~override~ // wand of magic missiles
READ_LONG 0x64 abil_off
READ_SHORT 0x68 abil_num
FOR (index = 0 ; index < abil_num ; ++index) BEGIN
WRITE_BYTE (abil_off + 0x17 + (index * 0x38)) 6 // school: invocation
WRITE_BYTE (abil_off + 0x19 + (index * 0x38)) 10 // secondary: offensive damage
END
BUT_ONLY

// match to underlying spell
COPY_EXISTING ~chillt.itm~ ~override~ // chill touch
~ghoult.itm~ ~override~ // ghoul touch
READ_LONG 0x64 abil_off
READ_SHORT 0x68 abil_num
FOR (index = 0 ; index < abil_num ; ++index) BEGIN
WRITE_BYTE (abil_off + 0x17 + (index * 0x38)) 7 // school: necromancy
WRITE_BYTE (abil_off + 0x19 + (index * 0x38)) 7 // secondary: combination
END
BUT_ONLY

// match to underlying spell
COPY_EXISTING ~sgrasp.itm~ ~override~ // shocking grasp
READ_LONG 0x64 abil_off
READ_SHORT 0x68 abil_num
FOR (index = 0 ; index < abil_num ; ++index) BEGIN
WRITE_BYTE (abil_off + 0x17 + (index * 0x38)) 8 // school: transmutation
WRITE_BYTE (abil_off + 0x19 + (index * 0x38)) 10 // secondary: offensive damage
END
BUT_ONLY
Post edited by Tanthalas on

Comments

  • lansounetlansounet Member Posts: 1,182
    So this is mostly relevant for stuff like Spell Immunity : school? Will this alter usability by specialist mages?
  • CamDawgCamDawg Member, Developer Posts: 3,438
    lansounet said:

    So this is mostly relevant for stuff like Spell Immunity : school? Will this alter usability by specialist mages?

    Relevant for spell immunity, will not affect usability by specialist mages.
  • lansounetlansounet Member Posts: 1,182
    edited August 2012

    EDIT : Nevermind they're BG1 wands, not BG2. My bad I assumed stuff would be ported from BG2
    Post edited by lansounet on
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited August 2012
    Huh, i hope wand of mm doesn't use a separate spell :D
    Or the shield amulet will need another effect.
    Probably time to change the shield amulet to resist the projectile?
  • SethDavisSethDavis Member Posts: 1,812
    Potentially fixed - @CamDawg's fix has been applied
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited September 2012
    Confirmed bad script given.
    @CamDawg Combination is 0xc (chillt.itm, ghoult.itm)
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited September 2012
    wand09 has no school/sectype, it should be: 0x08-TRANSMUTER / 0x0b-DISABLING
    The other items are confirmed fixed.
  • TanthalasTanthalas Member Posts: 6,738
    @SethDavis

    Needs just that final fixed mentioned by @Avenger_teambg. (not sure what the chill and ghoul items are)
  • AndreaColomboAndreaColombo Member Posts: 5,533
    Let's tag @Coriander since Seth said he wouldn't be available this week :)
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Tanthalas said:

    @SethDavis

    Needs just that final fixed mentioned by @Avenger_teambg. (not sure what the chill and ghoul items are)

    They are the item part of Chill/Ghoul Touch spells. And referenced in the script above.
  • CorianderCoriander Member Posts: 1,667
    What am I doing? @Avenger_teambg

    Editing WAND09, or is there some other thing wrong?
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    @Coriander did you look at (chillt.itm, ghoult.itm), their secondary type should be: Combination - 0xc
  • SethDavisSethDavis Member Posts: 1,812
    Potentially fixed - @Avenger_teambg's fixes have been applied
  • Humanoid_TaifunHumanoid_Taifun Member Posts: 1,063
    WAND09 confirmed ineffective against SI: Alteration.
  • BhryaenBhryaen Member Posts: 2,874
    edited September 2012
    Confirmed Fixed:


    Matched to Conjurer(2)/ Conjuration(6)
    WAND10

    Matched to Enchanter(4)/ Disabling(11)
    RING03
    WAND02
    WAND04
    WAND08

    Matched to Illusionist(5)/ Illusionary protections(3)
    POTN10
    RING05

    Matched to Invoker(6)/ Combat protections(7)
    AMUL15

    Matched to Invoker(6)/ Offensive damage(10)
    WAND03
    WAND05
    WAND06
    WAND07
    WAND11
    WAND12

    Matched to Necromancer(7)/ Combination(12)
    CHILLT
    GHOULT

    Matched to Transmuter(8)/ Offensive damage(10)
    SGRASP

    Matched to Transmuter(8)/ Disabling(11)
    WAND09 :-)


    Not sure if they apply in-game effectively, but the ITMs were successfully assigned their proper primary and secondary school type.

    @Humanoid_Taifun
    hehe You managed to test the one wand that wasn't altered. ;-)
    Post edited by Bhryaen on
  • Humanoid_TaifunHumanoid_Taifun Member Posts: 1,063
    @Bhryaen
    Then I don't understand this comment:

    wand09 has no school/sectype, it should be: 0x08-TRANSMUTER / 0x0b-DISABLING
    The other items are confirmed fixed.

  • BhryaenBhryaen Member Posts: 2,874
    edited September 2012
    @Humanoid_Taifun
    Ah, crumballs- sorry, you're right. I was just looking at the OP. I'll add that one from the later post...
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited September 2012
    Wand09 confirmed fixed - the rest was good earlier.
    also confirmed chill touch/ghoul touch changed to necromancy/combination (7-12)
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