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Druidic sorcerer spells per level ( and other) bugs


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#21 Ishad Nha

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Posted 23 January 2016 - 08:30 PM

"If you want the DS to use all Mage items and some Druid items, give him the item exclusion of an Invoker, and then keep the altered Druid items in the Override folder."
As I soon learned the hard way, the item exclusion also affects spell selection! To top that off, there are ugly green lines around the icons of spells that are part of your "Specialist School"! So you choose Invoker item exclusion, you then get lumbered with the Invoker spell exclusions.
Fortunately, the Generalist Mage is counted as a Kit as well as a class, the item problem seems to have been solved. In Kitlist.2da you replace the 0x08000000 with 0x00004000.

A patch macro to make the Druid items unusable for Specialist mages would require Bit manipulation or the ability to increment the relevant Byte by a fixed amount. Failing that I will have to manually alter the items to exclude mage kits.


Edited by Ishad Nha, 23 January 2016 - 08:33 PM.


#22 The Imp

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Posted 23 January 2016 - 11:32 PM

A patch macro to make the Druid items unusable for Specialist mages would require Bit manipulation or the ability to increment the relevant Byte by a fixed amount.

Well, dah, yes, this is the way to go man.

Failing that I will have to manually alter the items to exclude mage kits.

And you'll fail to make any item altering mod compatible with this one. Unless your kit is installed first.Ouh and then it will be overwritten. So you end up in the same exact dilemma.

Here's how I made all the armors that weight less than or equal as 15 pounds, and a few requested item to be usable by a base class sorcerer:

////////////////////////////item section////////////////////////////////////
//this is grude and unfortunatly the only way to do this...

  COPY_EXISTING_REGEXP GLOB ~.*\.itm~ ~override~
  PATCH_IF ("%SOURCE_SIZE%" > "0x71") BEGIN
    READ_SHORT ~0x1c~ ~type~
    READ_BYTE  ~0x20~ ~ifmage~
    READ_SHORT ~0x31~ ~proff~
    READ_LONG ~0x4c~ ~weight~
//           light armors weight less than 16    bows                 arrows               bolts                longswords          katana              gloves
    PATCH_IF ((~type~ = ~2~ AND ~weight~ < ~16~) OR ~type~ = ~0x000f~ OR ~type~ = ~0x0005~ OR ~type~ = ~0x001f~ OR ~proff~ = ~0x5a~ OR ~proff~ = ~0x5e~ OR ~type~ = ~0x0006~) BEGIN
    WRITE_BYTE 0x20 (~ifmage~ BAND 0b11111011)
    END
  END
  BUT_ONLY

Because my kit was Dragonclaw, a base class sorcerer:

~0x00004000 19~						//Baseclass-Sorcerer


PS: the //this is grude and unfortunatly the only way to do this...
-comment in the .tp2 file is from the mods file... so what, if I didn't know how to spell the word "crude". :lol:


Edited by The Imp, 24 January 2016 - 03:04 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#23 Ishad Nha

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Posted 24 January 2016 - 02:23 AM

This is all new to me so it will take a while for me to get the hang of it...

Initial base class Druid is part of the mod and should be retained. Caedwyr went the purely-Sorceror route with the Geomantic Sorceror, which solved a lot of problems.



#24 The Imp

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Posted 24 January 2016 - 03:11 AM

This is all new to me so it will take a while for me to get the hang of it...

Initial base class Druid is part of the mod and should be retained. Caedwyr went the purely-Sorceror route with the Geomantic Sorceror, which solved a lot of problems.

I know, and also the above is only applicable for a ninja/samurai sorcerers, you'll need to sort the items which having to do with druids. And the armors in the above will restrict casting if they do so in the normal game, like the platemails. And I am not sure of the best way to go around some of those kinks that will be coming on.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#25 Ishad Nha

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Posted 24 January 2016 - 03:44 AM

What I want to do:
(1) Find items where Druids can use them and Mages can't, this will be based upon the class offsets 1Eh through 21h.
(2) Make them usable by Mages as a class. Here I mean single-class Mages only.
(3) Then make usable by generalist Mages, who occur as a kit.
(4) Finally, make sure that they are made unusable to all other Mage kits.



#26 The Imp

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Posted 24 January 2016 - 04:58 AM

What I want to do:
(1) Find items where Druids can use them and Mages can't, this will be based upon the class offsets 1Eh through 21h.
(2) Make them usable by Mages as a class. Here I mean single-class Mages only.
(3) Then make usable by generalist Mages, who occur as a kit.
(4) Finally, make sure that they are made unusable to all other Mage kits.

2. Sorry, but you wish to make them usable by a Sorcerer, not Mage. Cause your class is Sorcerer, not mage; So your usability flag is something to the effect of this:

~0x00004000 19~	

NOT:

~0x00004000 1~	

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#27 Ishad Nha

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Posted 24 January 2016 - 06:26 PM

As original BG2 has no Sorceror kits, the DS must be created as a Druid (or some other class) or he must use the methods for the Geomantic Sorceror (Aataqah the Genie or Level 1 NPCs mod.)
A Druidic Sorceror is created as a Druid then gains levels as a Sorceror.
He is not created as a Sorceror because nobody has found a way of creating a valid Sorceror kit that the game will recognize during Character Creation.
He is not created as a Mage because he would know a large number of spells, more than he should.

Sorcerors have purely Mage item exclusions, and this can never be undone?

Item Exclusions affect character creation, this might be useful for modding purposes...

~0x00004000 1~    
This messes up the creation of a Druidic Sorceror, you get a plain vanilla Druid instead. Ditto ~0x00004000 19~.

 

Edit:

I renamed the readme file and this may have messed-up my installation of the mod. I will need to check all my results again.


Edited by Ishad Nha, 25 January 2016 - 03:57 AM.


#28 Ishad Nha

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Posted 25 January 2016 - 09:12 PM

I have had another go with a new install of DS, previous installation may have been messed up. Item exclusions seem to now work sensibly.
~0x00004000 1~    and ~0x00004000 19~ are still bad news.

Level 1 NPCs mod does not work for the DS.

This seems to work:
0x00004000    11
Scimitars are still unusable, because the DS lacks proper Strength, all those points spent on Intelligence, Wisdom and Charisma. Cast a Strength of One spell and they become usable.

I want to make sure that spells are only gained when they can be actually cast, something I achieved in the EE version of Geomantic Sorceror.



#29 Greenhorn

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Posted 26 January 2016 - 01:24 AM

I have had another go with a new install of DS, previous installation may have been messed up. Item exclusions seem to now work sensibly.
~0x00004000 1~    and ~0x00004000 19~ are still bad news.

Level 1 NPCs mod does not work for the DS.

This seems to work:
0x00004000    11
Scimitars are still unusable, because the DS lacks proper Strength, all those points spent on Intelligence, Wisdom and Charisma. Cast a Strength of One spell and they become usable.

I want to make sure that spells are only gained when they can be actually cast, something I achieved in the EE version of Geomantic Sorceror.

Good news. About inteligence score, I think it is completely irrelevant for DC, 10 should be enough for him, after all, he is not mage, number of spells that can be learn per level and chance to learn them from scrolls doesn't affect him, his primary attributes should be wisdom and charisma. Your rework of this kit should be compatible with BGT, I hope? 



#30 The Imp

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Posted 26 January 2016 - 03:21 AM

This seems to work:
0x00004000    11
That's not a Sorcerer... the 19 is.
As original BG2 has no Sorceror kits...
Actually, it kinda does, you can't pick any other than the one the game auto assigns in the character creation if you choose the Sorcerer class, but that's different. As I have said, I have made a Sorcerer kit in the vanilla, and it's gained by picking a Fighter kit that makes them a Sorcerer in the vanilla game. Without any special script or other messes. ... unlike with the Druidic/Geomatic Sorcerers.

Edited by The Imp, 26 January 2016 - 03:29 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#31 Ishad Nha

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Posted 26 January 2016 - 03:45 AM

"Your rework of this kit should be compatible with BGT, I hope?"
I imagine so, I know nothing much about BGT or how it works.

"That's not a Sorcerer... the 19 is."
I know that, it won't work in creating the DS though.

"As I have said, I have made a Sorcerer kit in the vanilla, and it's gained by picking a Fighter kit that makes them a Sorcerer in the vanilla game."
Is your item usability Fighter or Sorceror or both?
 
"Without any special script or other messes. ... unlike with the Druidic/Geomatic Sorcerers."
In EE you can just create a Geomantic Sorceror like any other kit!

I want to make sure that spells are only gained when they can be actually cast, something I achieved in the EE version of Geomantic Sorceror. This would make the kit usable in BG1EE and IWD1EE, as well as BG2EE.
Druid spells are given by the Innate spell SPDMSPEL.SPL, which has 9 separate effects: SPDMDLV1.SPL through SPDMDLV9.SPL
Each Effect gives a level of spells. Here the idea is to remove Effects SPDMDLV2.SPL through SPDMDLV9.SPL and transfer their individual spells to the CLAB file CLABDM01.



#32 The Imp

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Posted 26 January 2016 - 04:56 AM

"Your rework of this kit should be compatible with BGT, I hope?"
I imagine so, I know nothing much about BGT or how it works.
This was meant to say that "Does it works well in the non-EE BG2 engine ?"
"That's not a Sorcerer... the 19 is."
I know that, it won't work in creating the DS though.
It will if you set the item usability flags YOU want to be usable by the kits usability flag like I showed above.
"As I have said, I have made a Sorcerer kit in the vanilla, and it's gained by picking a Fighter kit that makes them a Sorcerer in the vanilla game."
Is your item usability Fighter or Sorceror or both?
No. Only by all Sorcerers.
The trick is, all the other sorcerers won't have item profs in Katana etc, so they get a -5 Thac0 if they use them, so they will be kinda useless, and the armors, yes, they are usable, but they can't cast spells in them... so you get a turtle out of water, thingy. Unless the armor itself allows casting, like all the Elf armors do.

Edited by The Imp, 26 January 2016 - 06:39 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#33 Ishad Nha

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Posted 26 January 2016 - 06:29 PM

"This was meant to say that "Does it works well in the non-EE BG2 engine ?""
Yes, currently it is being tested on the Original version of BG2, and it is working quite well.

"It will if you set the item usability flags YOU want to be usable by the kits usability flag like I showed above."
I will leave learning that code till later.

I have reworked the CLAB file so that it gives spells when it should, I may find other abilities that I can add to it later on.

 

Changing the class seems to knock out the CLAB file?!

By contrast, the Geomantic Sorceror approach works quite well for the protagonist.


Edited by Ishad Nha, 02 February 2016 - 04:44 AM.


#34 Ishad Nha

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Posted 30 January 2016 - 11:57 PM

What the CLAB file does in detail:

Spell        Opcode    
            
AP_SPDMARSC        Immunity to effect (101)    Disable spellcasting (145)
AP_SPDMCAST        Increase casting speed factor (189)    -1
AP_SPDMDEL1        Change title (290)    Druidic Sorcerer
AP_SPDMDEL2        Change title (290)    Mystic Theurge
AP_SPDMDELA        Change level (96)    0
AP_SPDMDSAI        Set AI script (82)    DRSORC.BCS
AP_SPDMEX          XP bonus (104)    85%
        XP bonus (104)    +94707
AP_SPDMHEAL        Current HP bonus (17)    +10
        Maximum HP bonus (18)    5d4
AP_SPDMHLAB        HLAs    
GA_SPDMSHCH        Cast spell (146)    SPIN149.SPL (Shapeshifts Natural Form)
        Cast spell (146)    SPIN151.SPL (Shapeshifts Natural Form)
        Select spell (214)    SPDMSHCH.2DA
GA_SPDMSHCH        Increase casting speed factor (189)    
Global            
AP_SPDMSPSC        Set AI script (82)    DSPELL.BCS
AP_SPDMTHAC        Base THAC0 bonus (54)    2
AP_SPDMWPUS        Modify script state (282)    SCRIPTINGSTATE1 - 0
            
            
SPDMDLV#, where # is from 1 to 9 inclusive.            
            
Two approaches for BG2 version of DS:
(1) It remains created as a Druid kit, then a script changes the class to Sorceror. Because the change of class invalidates the CLAB, any function of the latter can be taken over by a class script? Using triggers like Level(MYSELF,Level*) for assigning new levels of Druid spells.

(2) It becomes a wholly Sorceror kit, created as a Sorceror. Kit will be acquired through a script or a dialog. CLAB file will work properly because there is no change of class involved. As the kit is created as a Sorceror not a Druid there will be a loss of two WPs at first level. Weapprof.2da remains kit-based, so DS could be given the Druid slate of weapon proficiencies. If there is only one Sorceror in the party the Profs.2da and ProfsMax.2da files can be altered so the DS gets more initial weapon proficiencies.



#35 Greenhorn

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Posted 31 January 2016 - 01:26 AM

Mmm, my noob observation would be that second way looks more simpler... But did you read Ds kit decription ( one with all those cool pictures)? Are you plan to eventually add 1d6 hit points per level (kinda hard with second approach)? Oh and there is that bug with simultaneously wearing robes and armor, I don't think that really works...


Edited by Greenhorn, 31 January 2016 - 01:29 AM.


#36 The Imp

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Posted 31 January 2016 - 04:01 AM

Mmm, my noob observation would be that second way looks more simpler...
Yeah... noob. :P
Actually... one would be best to do both.

In EE games, one can create a Sorcerer kits, so the option 2 is the obvious choice.
But in non-EE game, it's another thing entirely. As there you have to do the class and kit change. But that can be done with a invisible .cre that does all the actions. That and the option two from that point on will would be the best approach in my mind.
The only thing that's really stinks on this, is that the player is not a Sorcerer from the beginning, and thus they'll won't be able to cast spells until they level up ones after the actual kit is applied.

AP_SPDMDSAI Set AI script (82) DRSORC.BCS ... these are usually bad. It's easier to do with the .cre files with a custom scripts...
Mmm, my noob observation would be that second way looks more simpler... But did you read Ds kit decription ( one with all those cool pictures)? Are you plan to eventually add 1d6 hit points per level (kinda hard with second approach)? Oh and there is that bug with simultaneously wearing robes and armor, I don't think that really works...
A +2 Hit Points is easy to do, a random bonus ain't, but then again the Barbarians also gain a 1d10+2 Hit point even though the rules insists on them having a 1d12 hit dice.
Edit: Yeah, this is in the non-EE games, in EE it's actually a 1d12...

Edited by The Imp, 31 January 2016 - 04:46 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#37 Greenhorn

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Posted 31 January 2016 - 04:34 AM

Mmm, my noob observation would be that second way looks more simpler...
Yeah... noob.

Ouch, it seems I'm the latest victim of Imp's sting ( completely deserved, of course ).  :P But after all, where can you meet polite and well mannered imp.  :D No matter, we like you just like you are, stay sharp.  :)  :cheers:

A +2 Hit Points is easy to do, a random bonus ain't, but then again the Barbarians also gain a 1d10+2 Hit point even though the rules insists on them having a 1d12 hit dice.

Hm, didn't know that, this is one of the reasons why I so like this game, every day you learn something new. 



#38 Ishad Nha

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Posted 31 January 2016 - 05:37 AM

Yes, I have read the kit description.

"Are you plan to eventually add 1d6 hit points per level (kinda hard with second approach)?"
You can give it as a lump sum, on average you will be seeing a difference of 10 hp, in the Clab file it is handled here:
AP_SPDMHEAL        Current HP bonus (17)    +10
        Maximum HP bonus (18)    5d4
Average of 1d4 hp is 2.5 hp, average of 1d6 hp is 3.5 hp, so the difference is 1 hp per level.
You can have the Clab file apply a spell that alters the maximum hp by whatever amount you desire, this spell is applied once per level. I don't see any problem with the second approach.

"simultaneously wearing robes and armor"
That is begging for trouble under the IE engine.

"The only thing that's really stinks on this, is that the player is not a Sorcerer from the beginning, and thus they'll won't be able to cast spells until they level up ones after the actual kit is applied."
Kit could be applied pretty quickly, summon a genie to the cell area where the game starts. Genie applies the kit, a genie or whatever.

Currently I am testing the EE version of the Geomantic Sorceror and that is working quite well.
Geomantic Sorceror shapeshifting portraits could be added to the Druidic Sorceror kit. I expect that is straightforward.



#39 The Imp

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Posted 31 January 2016 - 06:38 AM

Yes, I have read the kit description.

"Are you plan to eventually add 1d6 hit points per level (kinda hard with second approach)?"
You can give it as a lump sum, on average you will be seeing a difference of 10 hp, in the Clab file it is handled here:
AP_SPDMHEAL Current HP bonus (17) +10
Maximum HP bonus (18) 5d4
Average of 1d4 hp is 2.5 hp, average of 1d6 hp is 3.5 hp, so the difference is 1 hp per level.
You can have the Clab file apply a spell that alters the maximum hp by whatever amount you desire, this spell is applied once per level. I don't see any problem with the second approach.
The huge problem with this is that you apply the effect at level 1. Aka you'll have a Sorcerer kit that can have as much as 24 hitpoint at level 1, while a Barbarian only can have 12 if the constitution bonuses are not counted.
In EE game, you should assign the character to have either a 1d6 progression which can be done with the INCLUDE fl#add_kit_ee.tp2 -function, or with 1d4+ 2 in the old engine.
The average doesn't mater a cheese.
"simultaneously wearing robes and armor"
That is begging for trouble under the IE engine.
Well, the Robes are armors, in the same slot and so forth, so there's technically no problem from that. The problem usually is that the armors usually disable casting, or apply penalties if you use a system that allows casting in "heavy" armor.

Edited by The Imp, 31 January 2016 - 06:39 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#40 Greenhorn

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Posted 31 January 2016 - 06:46 AM

Hey Imp, do you still require B!tweak v.4 full? Just saw that I have it buried on hard drive and this site allows attachments of 30 MB...