Author Topic: Spells  (Read 6495 times)

Offline SimDing0

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Spells
« on: November 24, 2004, 08:21:53 AM »
So what are these...?

3758 PLAYER1_WORD_OF_POWER
3757 IRENICUS_WORD_OF_POWER

Offline Andyr

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Re: Spells
« Reply #1 on: November 24, 2004, 11:29:29 AM »
Well now...

SPIN757 sets the global variable hellswap to 2. It also plays the visual effect SPFIREPI.VVC (an explosion), the sound EFF_M03.WAV (a sort of weird atmospheric sound a bit like a plane passing overhead), and shakes the screen.

SPIN758 does the same as the above but sets hellswap to 1. It has a 'Global Effect' in NI-speak (not sure what that actually means) to give then remove itself.

I can't find references to the hellswap variable in scripts.
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Offline NiGHTMARE

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Re: Spells
« Reply #2 on: November 24, 2004, 11:53:17 AM »
Pure conjecture: Irenicus and the PC were originally intended not only to conduct a physical fight, but a mental battle for control of the part of hell they're in. This would be done by casting "Word of Power", which would cause control to "swap" between the two. Effects of having control could include having demons fighting on your side. Maybe you would have to do something to gain the ability to cast "Word of Power", in a sort of King of the Hill (more like King of the Hell ;)) type scenario.

Or it could be something completely different :D.
« Last Edit: November 24, 2004, 11:55:47 AM by NiGHTMARE »
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Offline Andyr

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Re: Spells
« Reply #3 on: November 24, 2004, 12:15:09 PM »
Ok, I lied, on closer inspection it seems that variable's referenced by the 5 Hell Trials (HELLXX.BCS) and by AR2906.BCS. Can't quite figure out what they're for.

The spells themselves I don't see referenced by any scripts, though.
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Offline SimDing0

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Re: Spells
« Reply #4 on: November 24, 2004, 12:50:09 PM »
All of AR2906 looks fairly suspect.

Offline Andyr

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Re: Spells
« Reply #5 on: November 25, 2004, 08:56:46 AM »
I don't know what it is.

The areas has a script and ARE, but no WED or TIS. It looks sort of like the final battle. But that is AR2900...

Perhaps you were originally meant to go through the Tears of Bhaal door for the final battle, but they decided just to lock the exits to the main room and have it in there to save having to make a new area?
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Offline SimDing0

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Re: Spells
« Reply #6 on: November 25, 2004, 09:24:57 AM »
It would look that way. However, I don't believe this can be reimplemented satisfactarily without new area graphics.

Offline Andyr

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Re: Spells
« Reply #7 on: November 25, 2004, 11:37:40 AM »
Should we perhaps not bother, then?

Since it seems all it would involve was moving the final battle to a different room. And a few Fire Salamanders.
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Offline SimDing0

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Re: Spells
« Reply #8 on: November 25, 2004, 12:08:07 PM »
It looks like it might be a fun restoration, but I don't see anyone being able to render a suitable final battle area.

Offline Andyr

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Re: Spells
« Reply #9 on: January 06, 2005, 06:30:53 PM »
Shall we leave this one, then?
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Offline SixOfSpades

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Re: Spells
« Reply #10 on: January 06, 2005, 09:48:15 PM »
Out of curiosity, I tried to CLUA myself to AR2906, and my game crashed both times. Odd that an area file would be present in some games, but not others.

Speaking of Hell-like missing areas, though, I've always had a little throught lurking at the back of my mind, saying that there was originally meant to be more to the plane of Hell you visit in the Planar Sphere. I've never gotten a screenshot of it, but there's a cluster of rocks on the right-hand side (near the end of the wooden walkway) that changes almost as soon as you get within sight-range of it. It *looks* like a cave becomes covered up with a big, flat rock.

Or I could just be talking out of my butt. Wheeeee! Watch me go.

Offline Andyr

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Re: Spells
« Reply #11 on: January 07, 2005, 10:08:51 AM »
Are you sure about that sphere?

And on not being able to CLUA in - I'd bet that the area is present in everyone's install, and you just can't CLUA there because one or more of the files required (tis, mos, are, wed, ambients, actors) was never created.
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Offline SixOfSpades

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Re: Spells
« Reply #12 on: January 07, 2005, 05:02:50 PM »
Are you sure about that sphere?
I'm sure it changes, but there isn't enough time to see what it changes from. My current party hasn't been to the Sphere yet, so I'll try to use Farsight to get a screenshot of the thing.

Offline Caswallon

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Re: Spells
« Reply #13 on: January 10, 2005, 07:42:32 PM »
To the right of the wooden walkway in AR0414 (the Abyss from the Planar Sphere), there are the animations AM414E11, AM414E12 and, further to the right, twice AM414EY2.
I fail to see what exactly is animated in those BAMs, but it's probably an effect of those things.
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Offline SixOfSpades

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Re: Spells
« Reply #14 on: January 12, 2005, 02:17:12 AM »
I'm still trying to get a good look (i.e., screenshot) of it pre-change, but it appears that Farsight and Ctrl-J are both too slow to get there in time, I'll just have to enter via the usual method and Boots of Speed it over there. For now, I've Emailed a shot of the rock in question to Andyr.

There's obviously something very unusual about the rock--there's a big crack between it and the other rocks, showing that
a) the rock is very thin, probably little more than a shell, and
b) there's a good, strong light source under the rock.
That, coupled with the fact that it changes from something else, just says "Concealed Cave Mouth" to me. The fact that there's an animation associated with it reminds me of the animations of the various fireplaces in the game, the grinding wheel in Aran Linvail's torture center, and the various throbbing orifices in the Unseeing Eye lair. With all of these animations, as soon as you come within sight range of any portion of the object, the entire object pops into view--this might be what causes the impression of the rock suddenly "appearing" in order to cover up what was there previously.

Ctrl-4 shows no "trigger area" as there is with all doorways that are still operational. It's possible that the only answer might come from examining the .ARE file to see what it looks like without the animation.

Offline SimDing0

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Re: Spells
« Reply #15 on: January 12, 2005, 03:40:28 AM »
Yeh, from looking at the ARE, it appears that they are in fact animations of... nothing at all happening.

Offline Andyr

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Re: Spells
« Reply #16 on: January 12, 2005, 06:33:26 PM »
Moving this thread to 'Finished Business', then. :) For now, at least.
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Offline SixOfSpades

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Re: Spells
« Reply #17 on: February 20, 2005, 01:01:29 AM »
I finally got a good pair of Before and After screenshots (and just sent them off to Andyr), showing what exactly it is that the "fake rock" slams down on. It doesn't really look like a cave mouth, more like a group of strangely lit rocks, and of course there's no "door here" cursor when you mouse-over the area, but if it wasn't a cave, why cover it?

Of course, I personally believe that 'restoring' this thing would be more trouble than it's worth, but at least we can say we did the legwork.

Offline Andyr

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Re: Spells
« Reply #18 on: February 20, 2005, 07:37:29 AM »
I've posted the shots in a thread in the main room. Cheers, Nick. :)

Though I don't really think there's anything worth doing, yeh.
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