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TobEx AfterLife


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#141 WanderingScholar

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Posted 02 April 2023 - 03:07 PM

Hi WanderingScholar
It might be beyond the scope of TobEx, but I always thought it be nice if we could get a time stop spell that actually stops time. It's really a mass paralysis that still allows frequency based effects to persist and "tick" throughout it's duration. I've no idea what it would take to correct this behavior or if it's even possible.

Can you give examples of these things ?

 

Yes, 

 

Insect plague and creeping doom will both do damage to any creatures "frozen" in time stop. I assume the same goes for poison and disease damage. 

 

The basic issue is that any spell effect on a creature with a duration continues to expire despite that creature being supposedly frozen in time. It's especially noticeable with short duration spells like protection from magical weapons, which lasts only 4 rounds. You or an NPC might cast that only to have it expire during someone's time stop.  



#142 Andrea C.

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Posted 03 April 2023 - 03:47 AM

People better informed will correct me if Im wrong, but isnt the lore around the Time Stop spell that the caster then moves so incredibly fast that they can do a number of things before anybody else can react? Under this interpretation, it would make sense for those effects to keep ticking. I believe.

#143 Insomniator

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Posted 03 April 2023 - 04:16 AM

BioWare BG2 manual:

Upon casting a time stop spell, the wizard causes the flow of time to stop for one round in the area of effect. Inside the sphere, the caster is free to act for six rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the time clock.

 

1) There are no hints how to interpret the behavior of the time based effects when timestop activated

2) If it is supposed to be literally to official manual, If "flow of time is stopped" in area, there must be no any ticks for already runned effects like damage in this area (engine assume timestop as ON/OFF trigger to all areas)

3) Does NPC's Script/Contingency must be still activated if we influence creature while time stopped?

 

p.s. Changing time-stop breaks the existing game mechanics, so it can be only as optional tweak option.


Edited by Insomniator, 03 April 2023 - 04:26 AM.


#144 WanderingScholar

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Posted 04 April 2023 - 07:42 AM

3) Does NPC's Script/Contingency must be still activated if we influence creature while time stopped?

 

p.s. Changing time-stop breaks the existing game mechanics, so it can be only as optional tweak option.

 

Sadly, I can't answer this. Is deactivating creature scripts necessary to achieve freezes on timed effects...etc? I wouldn't think so. Contingency does fire during time stops if I remember correctly, but I don't think this behavior conflicts with how the spell is described. 

 

Having buffs expire and getting eaten up by insects during a time stop always seemed like a behavior that's contrary to the spells description. I'm not sure if it can be fixed without breaking the game. In any event, it's a fairly minor thing. I was just hoping someone might have some insights. 

 

Now that I think about it perhaps it's possible to implement some sort of rough fix. Maybe time stop can be altered to grant all creatures on the map for it's duration (other than the caster) protection from spell (206) or immunity to effect (101) for the problem spells like insect plague/creeping doom or poison effects. 



#145 Salk

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Posted 08 April 2023 - 11:37 PM

Hello, Insomniator!

 

I was doing some basic BGT testing this mornning with little more than ToBEx, ToBEx AfterLife and the BG2 Fixpack installed when I noticed something strange that I don't think happened before.


The message window reports the damage dealt or received twice. I have attached a screenshot showing this. Could it be that the latest version of ToBEx AfterLife has something to do with it?

 

I don't remember noticing that when I was testing 3 or 4 months ago and at the time the version of ToBEx AfterLife was 29.11, I think.


Thanks!

Attached Images

  • DamageReportTwice.jpg

Attached Files


Edited by Salk, 08 April 2023 - 11:39 PM.


#146 TotoR

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Posted 08 April 2023 - 11:58 PM

@salk,

 

I had the same issu that I forget to report. FWIK, It was linked for my config to incompatibility between your gtu mod and Extended roll/damage combat text from bg2 improved gui (maybe tobex afterlife activate it by default).

 

The dialog.tlk file is modified twice the same way, leading to the double feedback.



#147 Salk

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Posted 09 April 2023 - 12:28 AM

Interesting, thanks TotoR.

 

But in the testing session above I had not installed the BG2 Improved GUI yet... I am trying to understand how a game text update modification could cause this issue. Let's see what Insomniator says about it. 



#148 Insomniator

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Posted 09 April 2023 - 02:10 PM

Hi Salk

But in the testing session above I had not installed the BG2 Improved GUI yet... I am trying to understand how a game text update modification could cause this issue. Let's see what Insomniator says about it. 

"Takes XX XX damage from YYYYY"

I cannot find "Takes <" or "> damage from <" strings in my dialog.tlk (BG2fixpack + BGT + Improved GUI +TobEx Afterlife)

May be do you have some mod with custom string and double <AMOUNT> field ?

 

original is @3805  = ~<DAMAGER> did <AMOUNT> damage to <DAMAGEE>~


Edited by Insomniator, 09 April 2023 - 02:17 PM.


#149 Salk

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Posted 09 April 2023 - 08:40 PM

Hello, Insomniator!

 

Yes, in my BG2 Game Text Update @3805 is different (probably it's the same string used in BG2 EE):

 

@3805   = ~Takes <AMOUNT> <TYPE> damage from <DAMAGER>~

 

Maybe the <TYPE> token does not exist in classic Baldur's Gate 2?



#150 Insomniator

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Posted 10 April 2023 - 01:06 AM

Hi Salk

Maybe the <TYPE> token does not exist in classic Baldur's Gate 2?


It doesn't, only <DAMAGER>/<AMOUNT>/<DAMAGEE> supported

Improved GUI has option to show type of damage, but it hardcoded and just extend "<AMOUNT>" to "<AMOUNT> ZZZ"

ZZZ:

@9509 = ~fire~
@9510 = ~piercing~
@9511 = ~slashing~
@9512 = ~crushing~
@9513 = ~missile~
@9514 = ~electricity~
@9515 = ~cold~
@9516 = ~magic~
@9517 = ~acid~
@9518 = ~poison~
@9519 = ~magical fire~
@9520 = ~magical cold~
@9521 = ~nonlethal~

Edited by Insomniator, 10 April 2023 - 01:09 AM.


#151 Insomniator

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Posted 10 April 2023 - 01:22 AM

I've looked at your mod, other things also will not work:

 

@1254   = ~Takes <AMOUNT> <TYPE> damage from <DAMAGER> (<RESISTED> damage resisted)~
@1255   = ~Takes <AMOUNT> <TYPE> damage from <DAMAGER> (<RESISTED> damage bonus)~


 


Edited by Insomniator, 10 April 2023 - 01:24 AM.


#152 Salk

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Posted 10 April 2023 - 01:26 AM

Hello!

 

Thanks. I had already corrected those strings too.