Cormyr - new module development [video]

Discussion in 'General Modification' started by anatoliy, Mar 10, 2020.

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  1. anatoliy

    anatoliy Established Member

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    I intend to finish this map at least. Afterwords it will depend one real-life circumstances.

    There are quite a few issues in the game. For example on video you could see Lightning Bolt execution by enemy NPC - Banelar. And there are issues:
    1) Particle "sp-Lightning Bolt" does not exist. Which is odd. Perhaps someone know about it?
    2) "cast single" in T+ ignores Rays. @Sitra Achara, is it intentional, by design or a bug? (LegacySpellSystem::GetSpellTargets, line 2602)
    3) "cast area" will not work, as it relies on toee.exe::sub_100BA540 which does not know how to deal with the Bolt.
    4) "cast party" would just pick every PC (I hope with has LOS), not taking into consideration the line of Bolt.

    Now I'm trying to fix it in the Spell275 - Lightning Bolt.py. And Python is pain for debugging...
     
  2. Shiningted

    Shiningted I want my goat back Global Moderator

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    Heh, you're right - I only see lightning-bolt-hit. Personally I never use lightning bolt, even though it was a regular when I played Pool of Radiance et al (but those enemies lined up so nicely). ToEE seems to favour fireball.

    Have you tried 'cast Fireball'? That is deisgned to maximise enemy targets.

    Looks awesome btw!
     
    Last edited: Mar 22, 2020
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  3. anatoliy

    anatoliy Established Member

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  4. anatoliy

    anatoliy Established Member

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    Apparently, Lightning Bolt is hardcoded into the Game via game.pfx_lightning_bolt(), which does that fancy effect. "sp-Lightning Bolt-hit" is simply effect on hit.

    The sea hag mesh I used for Banelar does not work with pfx_lightning_bolt. I think due to missing animation. But Crone works! Changed to it...

    I spoke to @Allyx, who helped me figure out. Thank you Allyx!!
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    A few points I want to raise about the video content above:
    1) the Banelor doesn't seem to be provoking attacks of opportunity when casting.
    2) there's no mention of casting defensively in the rolls window.
    3) the stat block says it "casts as a free action when attacking" not that it can cast twice per round - so it should get 1 spell and it's physical attacks each round.
    4) there is the option to paint the water section in Worldbuilder so that walking on sections of water causes the model's height to drop, water to ripple and sploshing sounds when you move around.

    Otherwise, it's looking very good mate, keep up the good work.
     
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  6. anatoliy

    anatoliy Established Member

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    Thank you very much for your insight @Allyx !!!

    1) AI cast spells defencively automatically, and you cannot disable it. It is hard-coded.
    2) It works such way - even if "Cast Defensively" is enabled, T+ will additionally check if there is at least one melee threat, and only then the roll would take place.
    3) Re-working. Thanks!!
    4) Will re-do, thanks!
     
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  7. anatoliy

    anatoliy Established Member

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    All of @Allyx issues have been addressed, and more!

    Last commit:
    Code:
    * added proto Lesser Knell Beetle as standalone monster;
    * updated proto Shadowscale Marauder;
    * added proto Shadowscale Warchief;
    * added Wands (all) with udpated charges to 50 (from 20) as in DMG;
    * added const_proto_wads.py with all wands constants;
    * added cormyr_config.cfg for testing purpose;
    * added Banelar chest;
    * added Chief chest;
    * fixed Spell275 - Lightning Bolt.py, missing reference to sys namespace;
    * fixed Spell432 - Shout.py, now it will end spell no matter what;
    
    So w3, w5, w6, w8 and w10 encounters are completed. Started working on w11. After that - test, polish and finish the map :)
     
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