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how does CONCENTR.2da work?

[Deleted User][Deleted User] Posts: 0
edited April 2016 in The Road to v2.0
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  • GrammarsaladGrammarsalad Member Posts: 2,582

    The file has this by default:

    2DA V1.0
    0
    BEHAVIOR VALUE
    CHECK_MODE 1
    Does 1 mean concentration checks are enabled, or disabled?
    My guess is that they are disabled. I wonder what a 0 would do...
  • DeeDee Member Posts: 10,447
    There's a section in the release notes that talks about modding features, including externalizations like this one. The specifics are described there.
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  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited April 2016
    Oh, subtledoctor, you have to read this!

    This is great:
    (from the document)

    Spellcasting Failure (16669)
    The way that spellcasters fail after taking damage has
    been externalized to CONCENTR.2da. By default, any
    damage a spellcaster takes will cause them to fail their
    spellcasting.
    CHECK_MODE
    0 Any damage
    1 (1d20 + luck) vs. (spell level + damage taken)
    2 (1d20 + Concentration ) vs. (15 + spell level)
    Note from the Developers: This is inspired by a feature
    from ToBEx. Be aware that Baldur's Gate games have
    no Concentration skill; using that option will use a basic
    1d20+luck formula for the caster's check.

    Edit: Wait. Is this accurate? If it defaults to damage, shouldn't that value be "0"?

    Edit2: What is "Concentration" in this formula:

    1d20 + Concentration

    Okay, "Be aware that Baldur's Gate games have
    no Concentration skill; using that option will use a basic
    1d20+luck formula for the caster's check."

    Eh?
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Also, I'm not seeing anything about the new K_M_X 2das
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  • GrammarsaladGrammarsalad Member Posts: 2,582

    Oooh, that means concentration checks are on by default in BGEE 2.0. (At least, as of the final 2.0.62 beta, which is what I have installed atm.) I bet some people might not like that.

    Okay, looking at those two formulae... those are quite different. With the first forumula, if you are casting a 1st level spell and take ~1 hp damage, you are 90% likely to successfully cast the spell. Take note: with this option, poison and insects are NOT automatic mage-killers any longer. :smiley:

    Whereas, if you get clubbed with a 2H sword, you are more likely to be interrupted. Cool.

    But, what about that second option? What is the 'Concentration skill' that they are talking about?
  • kjeronkjeron Member Posts: 2,368

    This is great:
    (from the document)

    Spellcasting Failure (16669)
    The way that spellcasters fail after taking damage has
    been externalized to CONCENTR.2da. By default, any
    damage a spellcaster takes will cause them to fail their
    spellcasting.
    CHECK_MODE
    0 Any damage
    1 (1d20 + luck) vs. (spell level + damage taken)
    2 (1d20 + Concentration ) vs. (15 + spell level)
    Note from the Developers: This is inspired by a feature
    from ToBEx. Be aware that Baldur's Gate games have
    no Concentration skill; using that option will use a basic
    1d20+luck formula for the caster's check.

    This is the behavior I have been seeing:
    0 - Always interrupt - Even when taking zero damage.
    1 - Never interrupt - Even with Dorn Critting 40 damage, spellcasting was not interrupted.
    2 - Chance interrupt
    Would be nice if there was some feedback text in the chat window.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Hmmmm, not as advertised
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