Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Categories

Axis & Allies 1942 Online is now available in Early Access! Buy it on Steam. The FAQ is available.
New Premium Module: Tyrants of the Moonsea! Read More
Attention, new and old users! Please read the new rules of conduct for the forums, and we hope you enjoy your stay!

TobEx: 13

DanBoulosDanBoulos Member Posts: 146
edited August 2012 in Fixed
Current Behaviour:

Stats CASTINGLEVELBONUSMAGE and CASTINGLEVELBONUSCLERIC are unused when spells are cast

Expected Behaviour:

Stats CASTINGLEVELBONUSMAGE and CASTINGLEVELBONUSCLERIC are used when spells are cast

Revision:

Apply CASTINGLEVELBONUSMAGE and CASTINGLEVELBONUSCLERIC modifiers to GetWizardLevelCast and GetClericLevelCast

Post edited by Bhryaen on

Comments

  • WispWisp Member Posts: 1,102
    Confirmed fixed, partially, at least.
    A level 6 mage whose level is boosted by 15 through effect 191 gets 5 magic missiles with each cast. A level 6 cleric whose level is boosted by 15 through analogous means summon skeleton warriors with Animate Dead.

    However, it does not seem to affect the number of images obtained through the Mirror Images spell. It is 4 with or without the bonus levels. Effect 119 (mirror images) apparently decides the number of images through hard code, so maybe that needs to be looked at.

    IgneousBhryaen
  • SethDavisSethDavis Member Posts: 1,812
    Potentially fixed - The number of mirror images scales with the casters bonus casting level.

  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited August 2012
    Confirmed fixed - used magic missiles

    Used the following item (if anyone wants to reproduce, regression test, etc)
    Without ring: 1 missile, with ring: 3 missiles

  • TanthalasTanthalas Member Posts: 6,738
    edited August 2012
    @Avenger_teambg
    How much caster level does the ring give?
    My level 4 Sorcerer went from 2 missiles to 5 missiles with the ring equipped.

    @Wisp
    You say that Mirror Image should scale with caster level, but the spell description only mentions the duration scaling with level. Which one is right?

    Avenger_teambg's ring made my level 4 Sorc go from 4 images to 8.

  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited August 2012
    Mirror images are a bit random, but generally increase with caster level iirc.
    Magic missiles max out at 5. My item increases 5 caster levels, i think.
    I made no cleric level tests...

  • TanthalasTanthalas Member Posts: 6,738
    I guess I'll try to find a Cleric spell that I can test later before confirming this one as completely fixed.

  • WispWisp Member Posts: 1,102
    edited August 2012
    @Tanthalas

    When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him.
    It doesn't say exactly how it scales, but from what you report, it sounds like bonus levels are now working.

  • BhryaenBhryaen Member Posts: 2,874
    NI is showing CASTINGLEVELBONUSMAGE as Unknown (BF) (191). What's the effect designation for CASTINGLEVELBONUSCLERIC? (CA) (202)?

  • WispWisp Member Posts: 1,102
    @Bhryaen
    Those are the stats. You don't modify them directly. You use effect 191 with parameter2 = 0 or 1, for mage or cleric, respectively.

  • BhryaenBhryaen Member Posts: 2,874
    Ahhh... Thanks, @Wisp- I'll meddle a bit more...

  • BhryaenBhryaen Member Posts: 2,874
    @Wisp
    There are a number of parameters which are showing up in NI (BGEE) as Unknown with a value of 00 00 00 00 type. This is why I found it difficult to tweak the DEX and STR items previously- despite that the rest of the attributes all cause the normal NI list to appear and then "update value" in. I've been getting around this only by going to an effect that has a normal setting, putting in the value I want, then changing the effect type to a 00 00 00 00-using effect and seeing what the value becomes. Is there any way around this?

  • BhryaenBhryaen Member Posts: 2,874
    edited August 2012
    After reducing "Lore to identify" to 0 and removing all the class restrictions (since it was using the Ring of Wizardry base, it was restricted to mages (except for cleric/mages)), I experimented with @Avenger_teambg's ring on a C/M-5/5.

    CLERIC SPELLS

    1. Animate Dead.
    It reads: "This spell creates 1-2 undead monsters to rise and serve the priest under any conditions. One undead servant automatically rises and there is a 5% chance per level of the caster that another will rise and join the first."

    So I'm assuming this means that at lvl 5 I get a 25% chance of an extra undead. At 10th I'd get a 50% chance. But since the spell already (supposedly) gives 1-2, it's possible to get 1 and another one kick in without being able to recognize if it were from the initial 1-2 chance or the extra chance... I can't really calculate the total probability since I don't know if the 1-2 chance extra is based on a 50/50 chance or what. I went to SPPR301 and SPW1501 to edit them to only make 1 undead, but... insufficient skills...

    I conducted the test anyway... killing each skeleton after it gets animated so as to avoid any maximum allotment interfering with results.
    LEVEL 5/5 (no SPELLCASTINGBONUS ring)
    ATTEMPT 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ToTAL1, TOTAL2
    # SKELS 2 2 1 1 1 1 1 1 2 1 1 1 2 1 1 1 1 1 1 1 16 4

    LEVEL 5/5 (with SPELLCASTINGBONUS ring)
    ATTEMPT 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ToTAL1, TOTAL2
    # SKELS 1 1 1 2 1 2 2 2 2 1 2 2 1 2 2 2 2 2 2 2 6 14
    Not sure how conclusive that is... or what it might be saying about the spell itself rather than the ToBEx 13 effect... but obviously a major improvement in quantity with the ring on.

    NOTES:
    Rethinking it, maybe the spell description means that I get 1 skel with a chance for a 2nd based on the level bonus. In that case the ring-off test was exactly 25%. The ring-on test was 70%- a bit high- but still showing an improvement...

  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    That's quite a good proof, even the random number generator behaved rpg-friendly.

  • TanthalasTanthalas Member Posts: 6,738
    This can probably go to Confirmed Fixed then.

  • BhryaenBhryaen Member Posts: 2,874
    edited August 2012
    CLERIC SPELLS

    2. Spiritual Hammer.
    It reads: "It strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man size or smaller, 1d4 upon larger opponents, plus the magical bonus)."

    So at 5th lvl it should give +1 AB and dam bonus and for 10th lvl a +2. Not a big difference to note, but ok. So it should do 1d4 +1 +1 (3-6) dam at 5th lvl, 1d4 +1 +2 (4-7) dam at 10th lvl. Right...

    Note that I gave the C-M a boost to STR 25 (+14 dam).

    Tested against a green uberxvart.
    TEST 1
    No SPELLCASTINGBONUS ring
    ATTEMPT 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    DAMAGE 3 3 4 3 3 4 4 4 6 5 4 4 5 6 3 5 6 3 4 3

    With SPELLCASTINGBONUS ring
    ATTEMPT 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    DAMAGE 5 5 5 15 20 16 18 16 15 16 17 16 19 30 19 36 16 18 17 18

    TEST 2
    No SPELLCASTINGBONUS ring
    ATTEMPT 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    DAMAGE 4 5 5 4 4 3 5 6 3 5 5 6 5 5 6 5 6 4 3 5

    With SPELLCASTINGBONUS ring
    ATTEMPT 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    DAMAGE 18 21 21 19 18 20 18 20 21 20 19 20 19 18 21 19 18 21 20 20

    With no Spiritual Hammer, only quarterstaff
    ATTEMPT 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    DAMAGE 15 20 15 16 17 18 17 17 20 19 15 16 18 18 19 20 17 15 16 20
    Erm... the ring did something anyway.

    Actually TEST1's Ring-On portion is the 2nd Test of it given how odd the results. The first yielded more consistent results like TEST2's Ring-On.

    I think the spell probably should confer a STR bonus, particularly as it's fairly useless if it does less damage than the regular weapon, but I think the issue is more a matter of SPELLCASTINGBONUS affecting the correct application of the spell, not a matter of it conferring a STR bonus at one caster level and not conferring it in another. That is, despite showing the hammer in the weapon slots, if the SPELLCASTINGBONUS is active, the actual weapon employed is whatever is actually equipped. With a plain quarterstaff (what the Testmage was using) it yielded about the same results as the Ring-on tests.

    Seems like this is just something off about the spell itself, not the SPELLCASTINGBONUS effect... but since it's SPELLCASTINGBONUS that brings it out, I dunno...

    NOTE:
    Also the spell is lacking the nifty sound effect for when the hammer connects its blow... I'll have to find it. Love that part of the spell. Not sure if it's a hardcode loss...

    Post edited by Bhryaen on
  • WispWisp Member Posts: 1,102
    edited August 2012
    Bhryaen said:

    @Wisp
    There are a number of parameters which are showing up in NI (BGEE) as Unknown with a value of 00 00 00 00 type. This is why I found it difficult to tweak the DEX and STR items previously- despite that the rest of the attributes all cause the normal NI list to appear and then "update value" in. I've been getting around this only by going to an effect that has a normal setting, putting in the value I want, then changing the effect type to a 00 00 00 00-using effect and seeing what the value becomes. Is there any way around this?

    @Bhryaen
    I'm not sure I understand what you mean. Which version of NI are you using? The pre-BGEE versions had a problem with BGEE that sounds like what you are describing. Otherwise, some steps for reproducing the problem would be helpful.
    Bhryaen said:


    NOTE:
    Also the spell is lacking the nifty sound effect for when the hammer connects its blow... I'll have to find it. Love that part of the spell. Not sure if it's a hardcode loss...

    The hammer apparently only had that sound in BG2 and since SHAMMR.ITM is imported from BG1, the result is that there are no sounds coming from hammers created by low-level casters. Additionally, the relevant sound file is missing, so it no sounds will play, period. Will post a fix a bit later.

  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited August 2012
    No problem @Bhryaen , shammr has no 'use strength' while shammr2/3 has.
    Lets close this bug and open one for that.

  • TanthalasTanthalas Member Posts: 6,738
    I think this one has technically been confirmed fixed and there's a new topic for the Spiritual Hammer problems.

Sign In or Register to comment.