Cleric 2 weapon style magical weapon bug?
JDow
Member Posts: 71
Okay help me out here.
I've designed a Priest of Helm (doesn't matter which one you use for this query).
I give him 1 pip in mace and 1 in 2 weapon style.
I buy 2 maces and put one in each hand. As expected, I get -2 with the main hand and -6 with the oft. Not easy to hit with but it's fine, it's what I expected.
BBBBUUUUTTTTT
When I cast any of the cleric spell weapons, something unexpected happens.
It's treating the THAC0 calculation for both weapons as if I'm not dual wielding at all. As in 0 for both weapons rather than -2 for the magical main hand and -6 for the regular off hand.
Can someone verify this.
Obviously, it's very powerful.
And, it works because I attacked someone and the total damage was more than the main hand could have done on it's own. So both weapons are hitting.
I've designed a Priest of Helm (doesn't matter which one you use for this query).
I give him 1 pip in mace and 1 in 2 weapon style.
I buy 2 maces and put one in each hand. As expected, I get -2 with the main hand and -6 with the oft. Not easy to hit with but it's fine, it's what I expected.
BBBBUUUUTTTTT
When I cast any of the cleric spell weapons, something unexpected happens.
It's treating the THAC0 calculation for both weapons as if I'm not dual wielding at all. As in 0 for both weapons rather than -2 for the magical main hand and -6 for the regular off hand.
Can someone verify this.
Obviously, it's very powerful.
And, it works because I attacked someone and the total damage was more than the main hand could have done on it's own. So both weapons are hitting.
2
Comments
I assume the problem is rooted in the fact that casters gain automatic proficiency with the conjured weapon and, somehow, this also affects off-hand weapons and dual-wielding.
By default, using the Magical Weapon slot does not disable the offhand slot. Each specific weapon must be flagged how it will disable the offhand at offset 0x18 of their ITM file.
These two function the same for normal weapons and for magically created weapons:
- BIT1 (Two-handed): forces two-handed weapon style, disabled offhand attacks and equipped effects.
- BIT7 (Left-handed): disables offhand attacks, equipped effects, and Two-Weapon style (inventory still displays two-weapon style modifiers, but they are not included in calculations).
BIT13 (Forbid off-hand weapon) works differently though:- It does not disable equipped effects of the offhand (weapon or shield).
- For normal weapons, it only disables Two-Weapon style.
- For magically created weapons, it disables off-hand attacks and Two-Weapon style.
These two only serve to override which animation sequence is used when attacking:- BIT10 (Off-handed): forces dual-wield animation
- BIT12 (Fake two-handed): forces two-handed animation
Note: all of these flags only matter if they are on the mainhand weapon.BIT7 fully disables the offhand, including shields.
BIT13 allows a shields, but also doesn't suppress equipped offhand weapon buffs.
But you still benefit from Single Weapon Style, right?
In other words: is there a way to fully disable the off-hand and nullify all weapon styles for a magically created weapon (without using opcodes #318/177)?
If you have a shield in the slot you will use Sword and Shield Style.
If the slot is empty you will use Single Weapon Style.
Two-weapon style is the only one that can be disabled. I don't think so. The only way to fully disable weapon styles is to make it Ranged, but that comes with it's own issues.
I see.....
At this point I think the best solution (generally speaking) would be that of flagging magically created melee weapons as Two-handed (BIT1 instead of BIT7 or BIT13) ---> In so doing you'll disable 3 weapon styles + the off-hand. Then you can disable Two-handed weapon style via opcodes #318/177 (see the spoiler tag below).
But there's a problem: if you keep switching from one form to another one (think about Polymorph Self for instance), the bonuses from Two-handed weapon style get re-applied every other time... That is: start, say, with the Winter Wolf form --> the bonuses vanish. Then change into the Ogre --> the bonuses reappear. Then change into the Spider ---> the bonuses vanish again. And so forth......
Do you know why?
Winter Wolf is still equipped when Ogre form is used, so it detects 0 prof 2h style, and doesn't reduce it.
Winter Wolf effects are then gone, and Ogre form isn't reducing prof, so Spider form detects base 2h style prof, and reduces it to 0.
Well, this is weird since I made sure opcode #111 is preceded by opcode #112 in SPWI494 (so as to remove any previous weapon before creating a new one......)
Am I missing something?
So, can this be fixed? I noticed that if category (located at offset 0x001C of the .ITM) is set to 28 (Hand-to-hand weapon), then those bonuses are disabled.....
....but the Inventory Screen still displays them, so I'd like to know if there's a way to fix this cosmetic issue....
Yes, you're right (just checked via Ghoul Touch)... but that doesn't seem to be true for Two-Handed weapon style (i.e., the bonuses are not functional but are shown in the inventory display....)
still deals 2-5 damage, the extra coming from 2h style.
Damn it, so the extra damage is there even if the Inventory screen displays 1-4 instead of 2-5 (I didn't try to attack someone in order to see the actual damage output, I trusted the Inventory display ......)