Is it possible to prevent a weapon's hit from disrupting spells? Damage could be done away with in the settings of the ability, but even a harmless hit with "None" still causes spell failure.
A way to make a weapon non-interrupting?
#1
Posted 19 March 2018 - 12:35 PM
#2
Posted 20 March 2018 - 12:57 AM
Yes, you can "heal" negative hit points. With opcode 17. Now that also means you need to use the "No interruption when hit with zero damage" rule, that's in some game option. As that comes from ToBEx.
Though, I am not entirely sure the weidu functions take negative values ... but there was a bug report about it multiple versions back and it should have been fixed. So check this first with Near Infinity...
Edited by The Imp, 20 March 2018 - 01:13 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.
#3
Posted 20 March 2018 - 03:09 AM
Yes, you can "heal" negative hit points. With opcode 17. Now that also means you need to use the "No interruption when hit with zero damage" rule, that's in some game option. As that comes from ToBEx.Though, I am not entirely sure the weidu functions take negative values ... but there was a bug report about it multiple versions back and it should have been fixed. So check this first with Near Infinity...
AFAIK 'healing' negative hit points to below zero will not actually kill a character but permamently bug it so it can't die at all...
Game Feature Mods:
Animal Companions (for Rangers & Druids)*
Character Kit Mods:
The Bear Walker - a Werebear/Ranger Kit*
The Silver Fur of Selûne - a Werewolf/Priest Kit
Infinity Animations Content Mods:
D2 Werebear & Bear Animations for BG2
Custom Content
*EE/EET ready
#4
Posted 20 March 2018 - 09:35 AM
Let's stay on topic. Going below 0 has interesting results, different depending on which opcode takes a creature there, but all of that only applies after a hit is registered. A weapon can be made to heal, even, inside its Melee ability, but first comes a shock and a damage animation with a spell failure. This is what I haven't been able to overcome. Perhaps if I make it a Magic ability instead of Melee/Ranged...
P. S. Okay, it's done. Putting an immunity to Damage on top of the hit's effects prevents the damage and the spell failure from it.
#5
Posted 21 March 2018 - 08:52 AM
I was wrong: putting damage immunity in hit effects doesn't prevent damage and recoil.