Noticed something weird with SRv4b14
Dorothy_Dorothy_
Member Posts: 4
So, I was noodling around in DLTCEP today, correcting a lot of errors in various files that my latest mod list accumulated (just a few mods couldn't recognize others mods' items and spells and so their changes obviously didn't affect each other, but that's not important).
And I noticed something odd about how Spell Revisions (v4 beta 14) does its spells.
Area spells are usually formatted so that they just have an effect with opcode [146] (Cast Spell At Target), basically affecting all targets within the area with a second spell linked to within that effect.
This is where the potentially huge problem comes in: the save to avoid the effects of the spell is not here at this Cast Spell At Target effect, SRv4b14 apparently has put the save under the individual effects of the child spell called in the parent spell!
Here's an example of what I mean. Importantly, for this particular spell (SPWI507 which is still "Hold Monster" in this mod), I have already altered the effects so that the parent effect of SPWI507 allows the save and I've removed the save from the child spell's Hold effect (opcode 175). Whereas the original Spell Revisions version of the spell had the save placed within the child, rather than the parent.
This seems really really odd for a number of reasons:
For example with the Slow spell, each of its individual component effects allows a save... which means that a target could attempt a save against each effect - only suffering those effects which it failed to save against, right? So then, virtually all of SR's area spells aren't actually written correctly because targets within those areas are saving against at least some of the effect-lines of each spell! This can become quite important in some cases that self-cure on a delay.
A good example of this was SR's version of Shadow Door: with SR's Shadow Door, adjacent creatures are supposed to be allowed a save to avoid being sucked into a "mini-Maze" effect. The problem here is that a separate effect on a time-delay was allowing a save when it shouldn't.
/*
If you'll recall, Maze has a duration dependent upon the target's Intelligence score, with a range of a few d4 rounds. Shadow Door being a lower level spell with other effects it provides as its main benefit was supposed to auto-liberate Maze victims on the 4th round if their intelligence didn't let them escape sooner.
*/
So the targets which were supposed to be liberated on the 4th round (poor 9-Int Korgan!) were failing their saves and staying in the maze for longer than they should have (as if by the original much higher level spell Maze).
I have to wonder if there's something I'm missing here. Is it supposed to be like this for some reason? For example, does the engine auto-magically understand that all the effects within a header are supposed to share the same saving throw result?
And I noticed something odd about how Spell Revisions (v4 beta 14) does its spells.
Area spells are usually formatted so that they just have an effect with opcode [146] (Cast Spell At Target), basically affecting all targets within the area with a second spell linked to within that effect.
This is where the potentially huge problem comes in: the save to avoid the effects of the spell is not here at this Cast Spell At Target effect, SRv4b14 apparently has put the save under the individual effects of the child spell called in the parent spell!
Here's an example of what I mean. Importantly, for this particular spell (SPWI507 which is still "Hold Monster" in this mod), I have already altered the effects so that the parent effect of SPWI507 allows the save and I've removed the save from the child spell's Hold effect (opcode 175). Whereas the original Spell Revisions version of the spell had the save placed within the child, rather than the parent.
This seems really really odd for a number of reasons:
For example with the Slow spell, each of its individual component effects allows a save... which means that a target could attempt a save against each effect - only suffering those effects which it failed to save against, right? So then, virtually all of SR's area spells aren't actually written correctly because targets within those areas are saving against at least some of the effect-lines of each spell! This can become quite important in some cases that self-cure on a delay.
A good example of this was SR's version of Shadow Door: with SR's Shadow Door, adjacent creatures are supposed to be allowed a save to avoid being sucked into a "mini-Maze" effect. The problem here is that a separate effect on a time-delay was allowing a save when it shouldn't.
/*
If you'll recall, Maze has a duration dependent upon the target's Intelligence score, with a range of a few d4 rounds. Shadow Door being a lower level spell with other effects it provides as its main benefit was supposed to auto-liberate Maze victims on the 4th round if their intelligence didn't let them escape sooner.
*/
So the targets which were supposed to be liberated on the 4th round (poor 9-Int Korgan!) were failing their saves and staying in the maze for longer than they should have (as if by the original much higher level spell Maze).
I have to wonder if there's something I'm missing here. Is it supposed to be like this for some reason? For example, does the engine auto-magically understand that all the effects within a header are supposed to share the same saving throw result?
Post edited by Dorothy_Dorothy_ on
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