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[All] Shapeshifting effects should work correctly with Auto-Pause enabled #31

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Argent77 opened this issue Jul 30, 2022 · 12 comments
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@Argent77
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Polymorph spells and Druid shapeshifting abilities don't perform the actual character transformation. Visual effect is shown, but character sprite and stats are not changed.

Affected spells and abilities:

  • Polymorph Self (Wizard, level 4)
  • Shapechange (Wizard, level 9)
  • All transformations for Druids and Shapeshifters

Polymorph abilities from items and druid HLAs don't appear to be affected.

Introduced by commit bb32bb5.

@4Luke4
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4Luke4 commented Jul 31, 2022

@Argent77

Sorry, but I can't reproduce...

I've just tested it on v2.6 BG2:EE using the latest commit and everything seems to work fine... Ditto for hostile polymorphs (f.i. Polymorph Other) and the Slayer Change...

The only issue (which I've noticed only now, sigh) is that polymorphing into a Giant Troll (I'm talking about spin154.spl – Shapechange: Giant Troll or clck27.itm – Cloak of the Sewers) will get you stuck in place (I thought this bug was fixed as of v2.6, but apparently this particular animation seems to cause problems...)

@Argent77
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I just did a new test on a completely new BG2EE installation including clean Documents folder, and it worked this time for me too. 😕

Apparently there is something in my Baldur.lua which prevents a successful transformation. I'll try to identify the responsible game option.

@Argent77
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Apparently there is something in my Baldur.lua which prevents a successful transformation. I'll try to identify the responsible game option.

Found it. If Auto-Pause: Spell Cast is enabled then I can reliably trigger the issue.

@4Luke4
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4Luke4 commented Jul 31, 2022

Apparently there is something in my Baldur.lua which prevents a successful transformation. I'll try to identify the responsible game option.

Found it. If Auto-Pause: Spell Cast is enabled then I can reliably trigger the issue.

Well, as you surely know, that option (along with Auto-Pause: Weapon Unusable) is known to cause all sorts of issues (see first post here), so there is nothing we can do about it (except for recommending players to disable them...)

As you may have noticed, the new polymorph system relies upon instantaneous delayed effects (timing=4, duration=0) to bypass a bug affecting both op135 and op335...

@Argent77
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I would (partially) agree if we're talking about an average tweak mod. However, this is a fixpack which is intended to become a mandatory requirement for mod installations. I'm certain there were good reasons to overhaul the polymorph system, but there has to be a way to fix or work around this issue.

@4Luke4
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4Luke4 commented Jul 31, 2022

I would (partially) agree if we're talking about an average tweak mod. However, this is a fixpack which is intended to become a mandatory requirement for mod installations. I'm certain there were good reasons to overhaul the polymorph system, but there has to be a way to fix or work around this issue.

Mind that those 2 options have always been a problem (again, see the aforementioned post)... It is not my fault if they interfere with the new polymorph system too (which has never been so solid...) I mean, they naturally mess with lots of vanilla game mechanics, so if you use them, you're on your own... Also the new splstate-based immunity system relies upon not using them, so...

Having said that, if someone really wants to use them and plays on Windows, he/she is invited to install EEex (which apparently managed to fix this nasty issue...)

It is also possible that someday EEex fixes will be incorporated into the fixpack... Though that is still to be decided, especially if they are going to be available only on Windows...

@4Luke4
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4Luke4 commented Aug 2, 2022

Apparently there is something in my Baldur.lua which prevents a successful transformation. I'll try to identify the responsible game option.

Found it. If Auto-Pause: Spell Cast is enabled then I can reliably trigger the issue.

Forgot to mention another very important fact: it is possible to trigger this issue also by manually pausing the game.
Sure, it may be difficult, but if you are unlucky enough, you'll trigger it...

So you see, technically speaking, this is not strictly related to the Auto-Pause game options...

@Argent77
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Argent77 commented Aug 2, 2022

To me the key issue is that the vanilla transformation works fine with any kind of (auto-)pausing while the EEFP'ed version does not. Is the trade-off of fixing one aspect by breaking another really worth it?

@4Luke4
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4Luke4 commented Aug 2, 2022

Is the trade-off of fixing one aspect by breaking another really worth it?

IMHO, yes...

Modders adding new spells such as "Flame Blade" (i.e., Non-polymorph Weapon-Creation spells) just need to remember to apply an op326 effect (Creature type: STAT POLYMORPHED = 1 , resource=spinhumw) before op111 (Create Weapon)... That's it! Moreover:

  • You no longer need to mess with (or worry about) all those op171 / op172 effects and all those "Shapeshift: Natural Form" abilities... Thanks to op335, you only need a single "Shapeshift: Natural Form" ability...
  • You can now freely shapechange between two different non-natural forms (see the IESDP for more info about this bug)...
  • It is now much easier to attach custom abilities (such as spin160 – Breathe Fireball) to a specific form. Thanks to op335, you no longer need to remember to remove them when returning to your original form / dying / shapechanging into another form...

But at this point I think it's up to Cam...? If really needed, guess we could move it to the optional, but cool component...?

@4Luke4
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4Luke4 commented Aug 2, 2022

The only issue (which I've noticed only now, sigh) is that polymorphing into a Giant Troll (I'm talking about spin154.spl – Shapechange: Giant Troll or clck27.itm – Cloak of the Sewers) will get you stuck in place (I thought this bug was fixed as of v2.6, but apparently this particular animation seems to cause problems...)

For @CamDawg : found the culprit, will fix as soon as possible...

@Argent77 Argent77 changed the title [All] Shapeshifting effects should work correctly [All] Shapeshifting effects should work correctly with Auto-Pause enabled Aug 11, 2022
@burner1024
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When auto pause kicks in, release it but do not give any other order to the character.
If it works properly, probably some secondary spells are not marked as instant.

@GraionDilach
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