@subtledoctor It seems that IWDEE misleadingly applies the EVASION SPELLSTATE to thieves at level 7 through their CLAB. It's entirely pointless - any Thief L7+ automatically qualifies for an evasion check. The fight against hard-coded mechanics continues.
I think I have a solution to require the EVASION SPELLSTATE for non-thieves:
This will insure that only those with the spellstate have the EFF class change applied (and therefor quality for evasion). All spells can share the same EFF. The string in the EFF's "Parent_Resource" field is what actually matters and must match the opcode 318 resource, the name of the EFF file doesn't actually mean anything.
It is possible to prevent actual thieves without the evasion ability from qualifying, using a similar setup:
This will insure that only those with the spellstate have the EFF class change applied (and therefor quality for evasion). All spells can share the same EFF. The string in the EFF's "Parent_Resource" field is what actually matters and must match the opcode 318 resource, the name of the EFF file doesn't actually mean anything.
It is possible to prevent actual thieves without the evasion ability from qualifying, using a similar setup:
I was testing this in BGEE v2.5.15.1. Still don't think there is a way around the L7+ requirement, or any solutions for Magic Missile projectile.
But this is needed ONLY IF I'm interested in wanting (let's say) that Clerics (i.e., a non-thief class) have Evasion as a kit ability, right? Otherwise it's sufficient to delete opcode 72 from all those spells, correct?
I'm asking because @subtledoctor told me that he added opcode 72 for this particular reason -> allowing non-thief classes to have Evasion as a kit ability (if one does want so.....)
Hey @subtledoctor . Some time ago, you decided to give the standard Ranger from F&P access to feats as well. Has this been implemented yet? I'm pretty eager to give all the mods a go with the IWD 2.5 update.
That's... crazy. I think if v2.3 was allowing all level 7+ thieves to evade spells, someone would hace noticed by now.
Could it be that the d5evade spell setting the spellstate is in clabth01.2da? I.e. does opcode 72 apply spells in kit ability tables, the way e.g. the AddKit action does?
No, opcode 72 bypasses any such mechanics, similar to the "ChangeStat()" action.
It still requires the spell to lead with an "Opcode 324:(Evasion Check)" effect, it's just that the evasion check itself does not require the spellstate (the IWDEE CLAB applying the Spellstate is meaningless). The likely reason it wasn't noticed is because nothing by default in BGEE/BG2EE actually uses the Evasion Check in opcode 324, only in IWDEE.
Hey @subtledoctor . Some time ago, you decided to give the standard Ranger from F&P access to feats as well. Has this been implemented yet? I'm pretty eager to give all the mods a go with the IWD 2.5 update.
Hey @subtledoctor . I got an error installing M&G's Feat system on IWDEE 2.5. I installed the BGTweak mod, RR, Hidden Gameplay Options, Tome & Blood, Faiths & Powers and then M&G. Finally, I would install Scales of Balance. I've attached my M&G Debug.
Thanks! I tried M&G on a clean install on IWDEE 2.5 and that worked. Tonight I'm going to install the entire setup again. I did install the Tweaks "Unnerfed THAC0 table". I suspect that would be the culprit. Going to skip it to make sure.
Comments
It seems that IWDEE misleadingly applies the EVASION SPELLSTATE to thieves at level 7 through their CLAB.
It's entirely pointless - any Thief L7+ automatically qualifies for an evasion check.
The fight against hard-coded mechanics continues.
I think I have a solution to require the EVASION SPELLSTATE for non-thieves:
I was testing this in BGEE v2.5.15.1.
Still don't think there is a way around the L7+ requirement, or any solutions for Magic Missile projectile.
I'm asking because @subtledoctor told me that he added opcode 72 for this particular reason -> allowing non-thief classes to have Evasion as a kit ability (if one does want so.....)
It still requires the spell to lead with an "Opcode 324:(Evasion Check)" effect, it's just that the evasion check itself does not require the spellstate (the IWDEE CLAB applying the Spellstate is meaningless). The likely reason it wasn't noticed is because nothing by default in BGEE/BG2EE actually uses the Evasion Check in opcode 324, only in IWDEE.
@subtledoctor This setup worked for all my other EE installs, including IWD, if that helps.
I did install the Tweaks "Unnerfed THAC0 table". I suspect that would be the culprit. Going to skip it to make sure.
I made a Skald and he didn't get the option for the Bard Song for melee damage.