TobEx: 13
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
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
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Comments
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.
Used the following item (if anyone wants to reproduce, regression test, etc)
Without ring: 1 missile, with ring: 3 missiles
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.
Magic missiles max out at 5. My item increases 5 caster levels, i think.
I made no cleric level tests...
Those are the stats. You don't modify them directly. You use effect 191 with parameter2 = 0 or 1, for mage or cleric, respectively.
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?
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. 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...
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. 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...
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. 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.
Lets close this bug and open one for that.