Magic

Discussion in 'General Modification' started by moebius2778, Oct 5, 2004.

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  1. moebius2778

    moebius2778 Member Veteran

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    re: Clerics

    For Divine Power, I get a +2 misc bonus at level 7 (giving me a BAB of +5 + +2 = +7), and two attacks, so that seems to be working.

    For Spiritual Weapon, I'm actually seeing it use BAB (well, 1 + (BAB - 1) - for some reason the Spiritual Weapon is counted as a Fighter 1, so it adds BAB - 1), mind you, the (BAB - 1) was treated as an attack bonus, so it didn't actually get extra attacks. I can mod it over to using that as a boost to the BAB, but I still have to figure out how to shoehorn in the Wisdom bonus. Can you confirm that it's adding (BAB - 1) and not your Wisdom bonus? (At level 7, BAB - 1 = +4, which would be the same as the Wisdom bonus from an 18/19, so...) - anyways, I'll see about adding the wisdom bonus to that.

    And I'm going to ignore any NPC weirdness.

    Edited to mention that the multiple SF/GSF fix is now in the current temple.zip.
     
  2. Iain

    Iain Member

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    I posted the SF bonus problem at Atari, and someone else (Blue_Salamander) had also reported the same problem, and also the cause: picking SF schools out of alphabetical order!

    I tested with Spugnoir: picking SF Conj, Ench then Evoc gave a +1 bonus to each. Picking SF Conj, Ench then Abjuration resulted in +1 to Conj and +2 to Enchant. Picking GSF Conj or Ench as the third feat worked as it should, though I didn't pick another SF feat after GSF; I got fed up typing levelup into the console to raise Spugnoir (if there's an easier way to raise levels, please tell me!)

    I wonder if other feats that grant a bonus and don't stack (like weapon focus) have the same problem?
     
  3. moebius2778

    moebius2778 Member Veteran

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    re:

    Unlikely. Weapon Focus, Weapon Finesse and the other grouped feats have a specific exception so that this problem shouldn't occur to them. I just got SF and GSF added to the list. Mind you, I have no idea why things like Sneak Attack... and... some other singleton feats are there as well.

    Anyways, you can test it, but I suspect that there won't be a problem.
     
  4. Siglorel

    Siglorel Member

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    Clerics

    Divine Power - It gives me a message saying "bonus does not stack" with the +3 longsword my elf cleric has. I'm 10th so +3 could be a BAB correction or a Strength correction, but as I have a belt of giant strength I throught the no stack was for this - either way I expected two corrections to be visble. Perhaps the Str correction is not reported as doesn't stack (it correctly gives +3), and the BAB correction is the bug, not stacking with Magic weapons.

    Spirirtual Weapon - similar thing, at 10th level I get an enhancement +6, which could be a BAB correction (7-1lv of fighter) OR my wisdom bonus (with the amulet +6 I have wis bonus of 6). Either way I'd expect both!

    What I didn't expect on spiritual weapon was +3 when I cast Divine power on the cleric (supports argument1 above - and is one possible interpretation of the PnP rules), or to get prayer as a bonus, which looks even more unlikely to me (knowing my DMs)
     
  5. Iain

    Iain Member

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    Moebius, I tested Weapon Focus and there was no problem. And my wizard now has the proper SF bonuses, thanks to temple.zip!
     
  6. Iain

    Iain Member

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    Just noticed my specialist wizard's extra spell wandering to the first slot - but only for level 0, 2 and 4 spells (my wizard hasn't reached 5th level spells yet). I'm using Co8 3042 and temple.zip (readme 26/10/04). It wasn't doing that with previous temple.zip.
     
  7. Nomad_Wanderer

    Nomad_Wanderer Established Member Veteran

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    If you are feeling things are stable, lets do another build.

    Moebius, how are you able to tell what version on temple.dll I have? I can only diff text files, not binaries....

    In other words, I don't know what's changed from temple.dll version to version.
     
  8. moebius2778

    moebius2778 Member Veteran

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    re:

    Umm... the hex editor I use has a diff function. I can't think of a good way to determine the version though, and I don't have a copy of touch for XP.

    Iain, under what conditions are you seeing the specialist spell move around? I played around a bit with the even numbered specialist spells, but to no avail.

    Yeah, a new build would be good. I think it's stable, and if nothing else, left clicking on party members should be working again. Err, did anyone ever make new objects for Forge Ring and Craft Staff?
     
  9. Iain

    Iain Member

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    Moebius, my evoc specialist wizard (Level 7) had one 2nd level evo spell memorized (along with other school spells). If he cast that spell only, it would move down one. I'm trying hard (and failing) to replicate specialist spells getting to the start of the list.

    I think it might have something to do with placing bonus INT spells? My wiz has 18 INT, so perhaps after casting, the spec spell is moved in the list to where it would be without an INT bonus, then the extra spell is placed on top? And is there an acronym for wild, baseless guessing??

    I also think that the even numbering bit is a red herring - I just haven't cast many 1st and 3rd level spells. I'll post again after more trials...


    EDIT:

    Okay, it seems to have something to do with replacing a spell in your spell list. If you delete and replace a spell (I was using level 1 spells), close the Character window, and reopen it, you should see that the replaced spell is now just below the specialist slot. If the replaced spell was just below that slot to start with there won't be any obvious change. Now cast the specialist spell; open the spell list and you'll see that the spec spell is now sitting where the replaced spell was originally placed at the start of this procedure.

    This moving around seems to be sensitive to past changes in the list; so you should clear all the spells out of the level you plan to test, close the window, then reopen the spell list before starting. And of course its easier to see if all the spells are different.
     
    Last edited: Oct 30, 2004
  10. Iain

    Iain Member

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    Also just noticed; my spec wizard has Necromancy as one of his forbidden schools, but he can still learn Bestow Curse.
     
  11. Siglorel

    Siglorel Member

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    Phantasmal Killer

    I've noticed a lot of occasions when a monster saves against the death effect, and then does not take any damage (not even a zero hit point float, or a "immune" response)
     
  12. Siglorel

    Siglorel Member

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    6th level spells

    Well I now have an 11th level cleric and an 11th level wizard...and so the fun begins.

    Chain lightening as 6th level arcane spell seems fine

    Heal as 6th level divine spell seems fine

    But - when you ask to spontaneously cure your 6th level divine spell becomes "inflict light wounds",

    if it's indexing on a table to find the translated spell looks like its run into the evil section.
     
  13. Iain

    Iain Member

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    Phantasmal Killer

    The SRD says that PK can be disbelieved by a Will save, and no damage will be caused. If the Will check fails, then a Fort check is made to determine if the target dies or just takes damage.

    Perhaps what you're seeing is the first check to disbelieve?
     
  14. moebius2778

    moebius2778 Member Veteran

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    re: Spontaneous Casting

    Hmm, yeah... that would be broken, wouldn't it?

    Well, someone would need to write the cure*, inflict*, and summon nature's ally* spells that are missing. I supposed I could fill them in with the level five spells temporarily, but it'd be nice to have the actual spells around.

    I just realized there's no way to spontaneously cast a lower level spell than the spell level of the slot you're using up (in general), and that if you use a spell slot that has a lower level spell in it (i.e., a level two spell slot with a level one spell), you're likely to get the lower level spontaneous spell (i.e., in that case you'd get the level one spontaneous spell). I'm not positive about that last one - from what I can see of the code, it'd *probably* happen, but no guarentees one way or another. Someone needs to check that. (I'll probably try testing it myself at some point.)

    But in all, yeah... probably be better off having the actual spontaneous spells first (maybe not Summon Nature's Ally IX - that might take a bit of doing).

    ...and in another thing that makes no sense whatsoever, there are two arrays used to handle spontaneous casting. One says which spell name to use in the radial menu when spontaneously casting, and another says which spell ID to hand back when a spell is cast using spontaneous casting. Don't ask. On the plus side, since they're identical arrays, I can probably get rid of one and save some space.

    Argh. One more thing to think about.
     
  15. Orion11349

    Orion11349 Member

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    Temple dll question and 6th level spells

    Hello all,

    First of all, I want to thank all of you all for the hard work you put in modding TOEE. You have gone a long way to making the game great.

    My questions are How do I know if I have the latest Temple.DLL? and I have the patch 3.0.4.2. Also I have a 11th level Cleric and he is able to memorise the 6th level spell however when I click the radial menu the 6th level spell does not show up nor does the domain spells.

    Any help would be appreciated.

    Thanks
     
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