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[(BG2, BGEE) bug] Trap spells (0824)

CamDawgCamDawg Member, Developer Posts: 3,394
edited September 2012 in Fixed
A handful of spells from traps bypass magic resistance and really shouldn't.
// A few trap spells ignore magic resistance, but they probably should not since all other trap spells don't (aVENGER)
COPY_EXISTING ~spwi001.spl~ ~override~ // Fireball (trap)
~spwi002.spl~ ~override~ // Lightning Bolt (trap)
~spwi003.spl~ ~override~ // Magic Missile (trap)
READ_LONG 0x64 "abil_off"
READ_SHORT 0x68 "abil_num"
READ_LONG 0x6a "fx_off"
FOR (index = 0 ; index < abil_num ; index = index + 1 ) BEGIN // cycle through abilities
READ_SHORT ("%abil_off%" + 0x1e + (0x28 * "%index%")) "abil_fx_num"
READ_SHORT ("%abil_off%" + 0x20 + (0x28 * "%index%")) "abil_fx_idx"
FOR (index2 = 0 ; index2 < abil_fx_num ; index2 = index2 + 1) BEGIN
READ_SHORT ("%fx_off%" + (0x30 * ("%index2%" + "%abil_fx_idx%"))) "opcode"
READ_BYTE ("%fx_off%" + 0x0d + (0x30 * ("%index2%" + "%abil_fx_idx%"))) "dispel"
PATCH_IF ("%dispel%" != 1) BEGIN
WRITE_BYTE ("%fx_off%" + 0x0d + (0x30 * ("%index2%" + "%abil_fx_idx%"))) "1" // resist/dispel: 1
END
END
END
BUT_ONLY_IF_IT_CHANGES

Post edited by Bhryaen on
Cuv

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