m452shakespeare Posted December 18, 2010 Share Posted December 18, 2010 Hi all, I'm just starting my first mod for BG2 - eventually it'll be a fairly large mod increasing the interaction between the PC and the Slayer/Bhaal essence - and I'm starting with upgrades for the Slayer, to make it more of a temptation to use. (I know Ascension does something very similar, but a) it also changes the final chapter which I won't be doing, and b) I thought of this before I even read about Ascension, so I'd like to do my own take). Anyway, I have a problem - I can code for different effects at different levels, using the Headers in spell fiels, but how do I code for different effects at different exp totals? If I do it by level alone, Druids get screwed over, whilst thieves get upgraded earlier than anyone else. Any advice gratefully received. Mark Link to comment
cmorgan Posted December 18, 2010 Share Posted December 18, 2010 0x40C3 XP(O:Object*,I:XP) So, XPGT, XPLT, and the object is Player1. I think there is an example in Amber's baf that does this to level up her special innate abilities, and I think Gavin does this too in his joining script. Link to comment
m452shakespeare Posted December 18, 2010 Author Share Posted December 18, 2010 0x40C3 XP(O:Object*,I:XP) So, XPGT, XPLT, and the object is Player1. I think there is an example in Amber's baf that does this to level up her special innate abilities, and I think Gavin does this too in his joining script. Okay, thanks for the response. So, before I go any further - I have to write a script for the Slayer mod to allow the Slayer to upgrade based on XP, it can't be done within the .spl or .itm files, correct? Link to comment
Ardanis Posted December 19, 2010 Share Posted December 19, 2010 That's correct. IIRC Ascension does exactly that, checking against PC's XP and offering different SPLs for different values. Link to comment
m452shakespeare Posted December 19, 2010 Author Share Posted December 19, 2010 That's correct. IIRC Ascension does exactly that, checking against PC's XP and offering different SPLs for different values. Damn. I'd better start reading up about how to code dialogues then, hadn't I? Oh well, I hope there's a 'dialogue coding for complete and utter beginners' on the site ... Link to comment
cmorgan Posted December 19, 2010 Share Posted December 19, 2010 There is, and folks here and at PPG and at SHS will help answer questions, too. But you probably don't need dialog, you can run it all through the .bcs/script. Doing it through dialog could give a chance for player input, where you have multiple possible upgrade paths, but it sounds like you are more headed towards a single upgrade path. Link to comment
Wisp Posted December 19, 2010 Share Posted December 19, 2010 Branching strikes me as being easier to do through dialogue. You would have a single .bcs block, a single .dlg state and several transitions. Doing it through the script you would have several .bcs blocks and several .dlg states. Link to comment
m452shakespeare Posted December 20, 2010 Author Share Posted December 20, 2010 Okay, thanks for that. What's the best guide to getting started in scripting? I'll look into dialogue writing later ... Link to comment
Mike1072 Posted December 21, 2010 Share Posted December 21, 2010 Okay, thanks for that. What's the best guide to getting started in scripting? I'll look into dialogue writing later ... This one. Link to comment
cmorgan Posted December 21, 2010 Share Posted December 21, 2010 With the caveat that NI or DLTCEP/WeiDU are the tools - Infinity Script Editor is not commonly used any more. To be fair, neither are Model-T Fords. Link to comment
m452shakespeare Posted December 23, 2010 Author Share Posted December 23, 2010 With the caveat that NI or DLTCEP/WeiDU are the tools - Infinity Script Editor is not commonly used any more. To be fair, neither are Model-T Fords. Okay, thanks for all that. I'll do some thinking before diving in - work out as much as possible before actually coding .... Link to comment
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