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The big "Is it a bug or supposed to be like this?" thread

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  • kjeronkjeron Member Posts: 2,368
    @JuliusBorisov
    In v2.3, opcode 282, parameter2 was mapped to the following stats as such:
    0 : 156 - SCRIPTINGSTATE1 / WING_BUFFET
    1 : 157 - SCRIPTINGSTATE2 / DEATH_WARD
    2 : 158 - SCRIPTINGSTATE3 / LEVEL_DRAIN_IMMUNITY
    3 : 159 - SCRIPTINGSTATE4 / OFFENSIVE_MODIFIER
    4 : 160 - SCRIPTINGSTATE5 / DEFENSIVE_MODIFIER
    5 : 161 - SCRIPTINGSTATE6 / DEFENSIVE_MODIFIER
    6 : 162 - SCRIPTINGSTATE7 / WIZARD_SPELL_IMMUNITY
    7 : 163 - SCRIPTINGSTATE8 / WIZARD_PROTECTION_FROM_ENERGY
    8 : 164 - SCRIPTINGSTATE9 / WIZARD_SPELL_TRAP
    9 : 165 - SCRIPTINGSTATE10 / WIZARD_IMPROVED_ALACRITY
    10 : 166 - MELEE_THACO_BONUS
    11 : 167 - MELEE_DAMAGE_BONUS
    12 : 168 - MISSILE_DAMAGE_BONUS
    13 : 169 - DISABLE_CIRCLE
    14 : 170 - FIST_THACO_BONUS
    15 : 171 - FIST_DAMAGE_BONUS
    16 : 172 - CLASS_STRING_OVERRIDE_MIXED
    17 : 173 - CLASS_STRING_OVERRIDE_LOWER
    18 : 174 - PREVENT_SPELL_PROTECTION_EFFECTS
    19 : 175 - IMMUNITY_TO_BACKSTAB
    20 : 176 - LOCKPICKINGMTPBONUS
    21 : 177 - MOVESILENTLYMTPBONUS
    22 : 178 - TRAPSMTPBONUS
    23 : 179 - PICKPOCKETMTPBONUS
    24 : 180 - HIDEINSHADOWSMTPBONUS
    25 : 181 - DETECTILLUSIONSMTPBONUS
    26 : 182 - SETTRAPSMTPBONUS
    27 : 183 - PREVENT_AI_SLOWDOWN
    28 : 184 - EXISTANCE_DELAY_OVERRIDE
    29 : 185 - ANIMATION_ONLY_HASTE
    30 : 186 - NO_PERMANENT_DEATH
    31 : 187 - IMMUNE_TO_TURN_UNDEAD
    32 : 189 - CHAOS_SHIELD
    33 : 190 - NPC_BUMP
    34 : 191 - USE_ANY_ITEM
    35 : 192 - ASSASSINATE
    36 : 193 - SEX_CHANGED
    37 : 194 - SPELL_FAILURE_INNATE
    38 : 194 - IMMUNE_TO_TRACKING
    39 : 196 - DEAD_MAGIC
    40 : 197 - IMMUNE_TO_TIMESTOP
    41 : 198 - IMMUNE_TO_SEQUESTER
    42 : 199 - STONESKINSGOLEM
    43 : 200 - LEVELDRAIN
    44 : 201 - DONOTDRAW

    In v2.5, opcode 282, parameter2 is now mapped to the following stats (changes start at 18):
    0 : 156 - SCRIPTINGSTATE1 / WING_BUFFET
    1 : 157 - SCRIPTINGSTATE2 / DEATH_WARD
    2 : 158 - SCRIPTINGSTATE3 / LEVEL_DRAIN_IMMUNITY
    3 : 159 - SCRIPTINGSTATE4 / OFFENSIVE_MODIFIER
    4 : 160 - SCRIPTINGSTATE5 / DEFENSIVE_MODIFIER
    5 : 161 - SCRIPTINGSTATE6 / DEFENSIVE_MODIFIER
    6 : 162 - SCRIPTINGSTATE7 / WIZARD_SPELL_IMMUNITY
    7 : 163 - SCRIPTINGSTATE8 / WIZARD_PROTECTION_FROM_ENERGY
    8 : 164 - SCRIPTINGSTATE9 / WIZARD_SPELL_TRAP
    9 : 165 - SCRIPTINGSTATE10 / WIZARD_IMPROVED_ALACRITY
    10 : 166 - MELEE_THACO_BONUS
    11 : 167 - MELEE_DAMAGE_BONUS
    12 : 168 - MISSILE_DAMAGE_BONUS
    13 : 169 - DISABLE_CIRCLE
    14 : 170 - FIST_THACO_BONUS
    15 : 171 - FIST_DAMAGE_BONUS
    16 : 172 - CLASS_STRING_OVERRIDE_MIXED
    17 : 173 - CLASS_STRING_OVERRIDE_LOWER
    18 : (unknown)
    19 : 174 - PREVENT_SPELL_PROTECTION_EFFECTS
    20 : 175 - IMMUNITY_TO_BACKSTAB
    21 : 176 - LOCKPICKINGMTPBONUS
    22 : 177 - MOVESILENTLYMTPBONUS
    23 : 178 - TRAPSMTPBONUS
    24 : 179 - PICKPOCKETMTPBONUS
    25 : 180 - HIDEINSHADOWSMTPBONUS
    26 : 181 - DETECTILLUSIONSMTPBONUS
    27 : 182 - SETTRAPSMTPBONUS
    28 : 183 - PREVENT_AI_SLOWDOWN
    29 : 184 - EXISTANCE_DELAY_OVERRIDE
    30 : 185 - ANIMATION_ONLY_HASTE
    31 : 186 - NO_PERMANENT_DEATH
    32 : 187 - IMMUNE_TO_TURN_UNDEAD
    33 : 189 - CHAOS_SHIELD
    34 : 190 - NPC_BUMP
    35 : 191 - USE_ANY_ITEM
    36 : 192 - ASSASSINATE
    37 : 193 - SEX_CHANGED
    38 : 194 - SPELL_FAILURE_INNATE
    39 : 194 - IMMUNE_TO_TRACKING
    40 : 196 - DEAD_MAGIC
    41 : 197 - IMMUNE_TO_TIMESTOP
    42 : 198 - IMMUNE_TO_SEQUESTER
    43 : 199 - STONESKINSGOLEM
    44 : 200 - LEVELDRAIN
    STAT 201 - DONOTDRAW is no longer mapped to this opcode (at least it's not 18 or any value up through 255).

    Was this intended / why the change?
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,754
    This is a question for @Avenger_teambg , I guess.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Scriptingstate values over 10 are not supported (well, not consciously), it is a buffer overflow hack, that was allowed to exist, to support existing detectable spells stuff. But, apparently a new variable was added at the position. (This is why hacked stuff shouldn't be supported at all).

    At the position are now 2 shorts that store the m_special value from the class string override (opcode 290).
    "As of EE 2.5: the special field may contain a class value. If the character is multiclassed, only that class title will change."

    Actually, the fields could be moved outside of the 0-45 stat range near scriptingstates, so the "undocumented backwards compatibility" could still be maintained.
  • kjeronkjeron Member Posts: 2,368
    @Avenger_teambg Thanks for the explanation. @argent77 just wanted verification before changing the labels in Near Infinity. Most of them are better left to being modified by their respective opcodes. The only two I know of with any unique functionality through this opcode are Chaos Shield and Stoneskin Golem, providing non-decremental versions of their effect, and a non-overlay version of stoneskin.

    On the plus side, it looks like the EE's finally no longer override any of the Thief skill Multiplied bonuses, though a couple scripts still check for one of them (all in BG2EE):
    ohbbalr.bcs
    ohbdevaf.bcs
    ohbdrag1.bcs
    ohbglab.bcs
    ojhbjoke2.bcs
    ohbmage3.bcs
    ohbwing.bcs
    ohnvbalr.bcs
    ohnvrw1.bcs
    Causing them to erroneously cast Remove Magic / not cast Fear spells on anyone with a permanent Find Traps bonus.
  • switswit Member, Translator (NDA) Posts: 495
    edited August 2018

    Scriptingstate values over 10 are not supported (well, not consciously), it is a buffer overflow hack, that was allowed to exist, to support existing detectable spells stuff. But, apparently a new variable was added at the position. (This is why hacked stuff shouldn't be supported at all).

    At the position are now 2 shorts that store the m_special value from the class string override (opcode 290).
    "As of EE 2.5: the special field may contain a class value. If the character is multiclassed, only that class title will change."

    Actually, the fields could be moved outside of the 0-45 stat range near scriptingstates, so the "undocumented backwards compatibility" could still be maintained.

    Any chance for altering spell states (IWD2 mode) EE implementation to support more than 255 ids entries? If this change would be made then I think getting rid of current hacky detectable spells implementation would be a good idea.

    There are just a few mods that use DS, some of them still in active development. Coordinated community effort to find out all mods that use DS and update them would make a transition to sane implementation smooth (I think) Currently some of those mods are already broken due to changes introduced in patch 2.5

    btw. unlike EE, vanilla engine with tobex supports unlimited amount of stats.ids entries. Having EE matching this functionality with spell states would be a nice thing to have.
    Post edited by swit on
  • argent77argent77 Member Posts: 3,476
    swit said:


    Any chance for altering spell states (IWD2 mode) EE implementation to support more than 255 ids entries? If this change would be made then I think getting rid of current hacky detectable spells implementation would be a good idea.

    It doesn't look like this feature will be implemented anytime soon (request). :(
  • switswit Member, Translator (NDA) Posts: 495
    edited August 2018
    I guess it's time to summon @Avenger_teambg, @Ardanis and @CamDawg. Hopefully removing limit from spell states is not more risky to implement then maintaining legacy buffer overflow hacks that Avenger mentioned.
  • EtherealVanityEtherealVanity Member Posts: 12
    Recent update has made it so that for some, equipping armor will remove the visuals of shoulder parts and/or belt. Only fixable by relogging to the server you're on as it forces the game to load those visuals.
  • ThacoBellThacoBell Member Posts: 12,235
    @EtherealVanity What server? BG is an offline game. Also, armor graphics are a single art asset. It should be impossible for a piece of it to disappear. The whole armor set would go too.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,754
    @EtherealVanity If you mean NWN:EE, then this is a known issue, and will be fixed in the next stable patch.
  • LoldrupLoldrup Member Posts: 291
    ThacoBell said:

    @Adul Stoneskin lasts for 12 hours. You can literally rest, still have it active, and have a backup ready to go. What are you doing with Imoen that a twelve hour spell is running out before battle?

    Don't ask.
    Don't tell.
  • EtherealVanityEtherealVanity Member Posts: 12
    @JuliusBorisov it's the 26th now and still no stable patch. Anything on when it'll be released? Doing anything with armor appearance (or even just switching clothes) is a complete nightmare as you have to relog every time.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,754
    @EtherealVanity There's a development build (beta) available, which is designed to test the build that will become the next stable patch. And that bug is fixed in it.
  • lefreutlefreut Member Posts: 1,462
    You can get the Bogeyman quest by talking to either Louise or Laerta but Gervisse spawns only after you talk to Laerta. It may be better if he also spawns after you talk to Louise.
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