I might also remind you of characters with more than one casting class level that can't fully take advantage of the spells they would rightly have...
Spellslinger is the name. You gotta protect those irrelevant net pseudonyms, you know? As I already said, I am a bloody rookie with RCE. I have no idea how I could actually add space for me to code things in, without terribly breaking things. The NOPs I abused are just short patches of NOPs that occur "naturally" in the code segment. And in the data segment I didn't have to add anything, I just collapsed the originally used table of dwords to words, et voila, space for double the entries. Of course that means that the spontaneous spell IDs are now limited to 65535, but I don't see a problem there. As for future endeavours, I can't promise anything, since -you guessed it- I'm just a noob. It would be very helpful if you had some sort of list of already known functions and tables that you guys found up to now. Any identified address in the dll would help. Also, on the matter of feats, do you have any idea where to start looking? Are feats all hardcoded (and if, do you know their structure) or do they have script parts? Anything would be helpful. At the moment I'm looking at AoO for potion use, but progress is slow. Especially since Ollydbg decided to discard work of hours withouth apparent reason . Ah, and on behalf on cleric domain spells, what exactly is broken there?
I believe the cleric domain spells will work provided the spells are in the game (the txt file will give the spell to clerics with the propper domain - I had an 11th level cleric with one 6th level domain spell on my last run thorugh). Oh and Kudos to Spellslinger for all the work he's put in
Well our other folks who are privately fiddling with the dll - time to combine forces, i think! What have you learned? Speak now, however small an issue! Specifically about the potion issue (VERY good prioritising btw, that would have been my other request ) there may be a broken or missing call from the use potion thing (identify it with calls to strings like 1029FAD4: 'use potion',0 and 1028E54C: 'D20A_USE_POTION',0). Check for other acts that cause AoOs, such as loading a crossbow or, ummm, well there are various ones They can be found from strings like 1028E72C: 'D20A_AOO_MOVEMENT',0 and 10295BA4: 'D20CAF_AOO_MOVEMENT',0 and 1028EB0C: 'movement aoo while performing...',0Ah,0 for moving through a threatened area (probably they would be easiest, cause u r not doing anything else) or 1028F848: 'action aoo while performing...',0Ah,0 and 1029EFE8: 'Q_ActionTriggersAOO',0 for AoO actions (such as this one). You probably knew all that
Hey SS...haven't checked out your changes yet, but great job. I'd be really curious to see what ranges you changed. *mental note to check this out in greater detail later*
Argh, and here it begins. Those strings sound interesting, but they are all located at another offset here, e.g.: 1028B838 75 73 65 20 70 6F 74 69 6F 6E use potion Any idea what's the reason? Might be Ollydbg, but hexediting the file itself shows the same offsets as in Ollydbg. Strange.
I think the problem with potions is that drinking one does not cause an AoO like it should do according to the rules. I'm sure someone will correct me if I'm wrong Certainly not an April's fools - anyone who can hack the .dll is someone to be cherished, nourished and given lots of cookies
I'm pretty sure it works for PCs drinking potions. It's NPCs drinking potions that don't provoke AOOs. (I think it used to be both, but a dll hack or patch fixed one, but not the other.)
Ah, thanks for the info. I was a bit confused because I thought there was a problem with PCs. Well, then two thoughts on that: 1. Should we even try to fix that? It's quite possible that "This is a feature and not a bug"(tm), because the game lacks the AI for NPCs to determine if quaffing a stiff one would be a good idea (e.g. threatened by several PCs). As far as I can remember, using health potions by NPCs was triggered by low health no matter how many PCs threatened. And doesn't the break free fix use drink potion, too? That would mean you would get a free AoO everytime they try to break free. 2. To really test this, I would need a way to force an NPC to drink a potion when I want him to. Any idea how to do that?
Ok, I think I got it. Now if the authorising committee decides on question no.1 above, I can give you the fix for playtesting. Though it'a a bit difficult to get those NPCs to use potions. Mentioning no.1 above: Actually I don't think that the break free potion will be much of a problem, since NPCs only break free if no one is close enough to attack. I think. Oh, and one possible downside of the fix could be that NPCs using wands or scrolls cause AoOs now. Can't really tell at the moment, where do I find a NPC doing this? BTW, sorry for making so much noise around here, but is there some kind of masterplan for the mod? Or assignments to different people? I'd really like to have those mass inflict spells for the evil cleric spontaneous casting. Or do you all just work like me, just what they happen to run into?
Yeah that sounds about right - find a bug, fix a bug, No one is so precious they think they have exclusive rights to this or that area, on the contrary, we all like more help I wandered into a chat half-way thru so I hope I am not out of line repeating this, but it was mentioned that Liv already has a script in the game (though not universally so) to prevent monsters using the breakfree potion if there is anything too close. This could be probably be adapted for other potions (slightly more complicated than it sounds, but doable I suspect) or maybe a thing to judge the threat level based on BAB, or a counter var to count how many AoOs it might draw, or something - they would still risk it against one AoO but not more, perhaps. But if you can fix the .dll, we can do the scripting I believe the plan is 'call it a day and move on to KotB, then GDQ'. Thats how I recall it... :eyebrow:
Well, using a scroll should provoke an AOO, but you're right that using a wand should not. If you've gotten this fixed, it will make me very happy. There is nothing more annoying than those bugbears choking back potions while surrounded by enemies.
As the new official modder of the .dll, the guidelines you work under would most likely vary quite a bit from everybody else. If you'd like, we could start a thread listing .dll fix requests (didn't brad do that way back when?). There's also a gigantic bug list over at the Atari forums that could no doubt use some renewed attention. I guess the answer to your larger question is that we really don't assign tasks, but if you would prefer to work that way, we can arrange it. For the moment, you should feel free to work on anything that captures your fancy (or raises your ire ). Are we agreed that the NPC/potion/AoO problem should be fixed, everybody? Thanks for stepping in here, Spellslinger. Rest assured that if you come through on your end, you'll be hailed as a modding god among the likes of Drifter and Moebius. :mrhappy: Hm, offhand I can't recall a single time that NPCs use wands. Maybe Falrinth? Could be the problem's not even really a problem.
I think Liv used no_loot wands to fire off spells that she couldn't get NPCs to cast directly, like Animate Dead. But in that case they should be provoking an AOO or making a Concentration check anyway. But I don't recall any NPCs that actually use wands as part of their strategy.