Ardanis Posted May 27, 2007 Share Posted May 27, 2007 As it turned out, in order to prevent setting more than 7 snares the engine checks for amount of active trap's projectiles (trapboom, trapsnar, trapspik and traptime). As for undelayed explosion of skull traps and such I always found these spells to be unsuitable for tactical use because a creature can run past them in no time and avoid triggering a trap. A piece of my code //unlimited traps BEGIN ~Trap cap removal~ COPY_EXISTING ~trapboom.pro~ ~override/ag#boom.pro~ COPY_EXISTING ~trapsnar.pro~ ~override/ag#snar.pro~ COPY_EXISTING ~trapspik.pro~ ~override/ag#spik.pro~ COPY_EXISTING ~traptime.pro~ ~override/ag#time.pro~ ADD_PROJECTILE ~override/ag#boom.pro~ ADD_PROJECTILE ~override/ag#snar.pro~ ADD_PROJECTILE ~override/ag#spik.pro~ ADD_PROJECTILE ~override/ag#time.pro~ COPY_EXISTING ~spcl411.spl~ ~override~ ~spcl415.spl~ ~override~ READ_LONG 0x64 ab_off READ_SHORT 0x68 ab_num FOR(i=0; i<ab_num; i+=1) BEGIN WRITE_SHORT (ab_off+i*0x28+0x26) ag#snar END COPY_EXISTING ~spcl910b.spl~ ~override~ WRITE_SHORT 0x98 ag#spik COPY_EXISTING ~spcl911b.spl~ ~override~ WRITE_SHORT 0x98 ag#boom COPY_EXISTING ~spcl912b.spl~ ~override~ WRITE_SHORT 0x98 ag#time //magical traps delay BEGIN ~Magical traps spring without delay~ COPY_EXISTING ~dfirebl.pro~ ~override~ ~trapglyp.pro~ ~override~ ~trapskul.pro~ ~override~ WRITE_SHORT 0x210 1 Link to comment
Ardanis Posted July 31, 2007 Author Share Posted July 31, 2007 There is a thing I've forgotten about - iceglyp.pro which is being used by Symbols (Death, Stun, Fear): BEGIN ~Magical traps spring without delay~ COPY_EXISTING ~dfirebl.pro~ ~override~ ~trapglyp.pro~ ~override~ ~trapskul.pro~ ~override~ ~iceglyp.pro~ ~override~ WRITE_SHORT 0x210 1 Link to comment
aVENGER_(RR) Posted August 20, 2007 Share Posted August 20, 2007 Hmm, I'm not sure if this can work with the heavily revised Bounty Hunter snares from Rogue Rebalancing (SPCL415.SPL). Link to comment
CamDawg Posted August 20, 2007 Share Posted August 20, 2007 Provided that Tweaks is installed after RR it'll be fine. If you want to make it install-order independent, you can replace the current COPY of spcl415 in RR with this: // trap cap removal from BG2 Tweaks ACTION_IF FILE_EXISTS_IN_GAME ~cdt02320.g3~ THEN BEGIN // find new projectile reference COPY_EXISTING ~projectl.ids~ ~override~ COUNT_2DA_ROWS ~2~ "rows" FOR ( index = (rows - 1); index > 0; index = index - 1 ) BEGIN READ_2DA_ENTRY "%index%" 1 2 "proj" PATCH_IF ("%proj%" STRING_COMPARE_CASE "ag#snar" = 0) BEGIN READ_2DA_ENTRY "%index%" 0 2 "cdt" SET "ag#snar" = "%cdt%" + 1 SET "index" = 0 // kills loop END END BUT_ONLY_IF_IT_CHANGES COPY ~RR/RR_CORE/Spells/SPCL415.SPL~ ~override~ READ_LONG 0x64 ab_off READ_SHORT 0x68 ab_num FOR(i=0; i<ab_num; i+=1) BEGIN WRITE_SHORT (ab_off+i*0x28+0x26) ag#snar END BUT_ONLY_IF_IT_CHANGES END ELSE BEGIN COPY ~RR/RR_CORE/Spells/SPCL415.SPL~ ~override~ END Link to comment
aVENGER_(RR) Posted August 20, 2007 Share Posted August 20, 2007 Provided that Tweaks is installed after RR it'll be fine. Excellent, that's the recommended install order as described in the RR compatibility guide. Cheers! Link to comment
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