Salk Posted August 9, 2016 Share Posted August 9, 2016 Hello! I am not sure whether there is a modification that does this already but I would really like to tweak the percentage/disable the annoying spawning of the Flaming Fist on low reputation. I am not sure I remember how it works in Baldur's Gate 2 but I think there is a similar, albeit less frenzied, situation with the Cowled Wizards. Any help? Thanks! Link to comment
Jarno Mikkola Posted August 9, 2016 Share Posted August 9, 2016 Be chaotic, not evil, kill... but do it to everyone. Link to comment
Salk Posted August 9, 2016 Author Share Posted August 9, 2016 I am still welcoming a serious reply. Thanks. Link to comment
argent77 Posted August 9, 2016 Share Posted August 9, 2016 I don't know of a mod that takes care of this problem. However, you can do it yourself. The Flaming Fist are summoned by ACTFLAM.BCS. You can disable them by adding "False()" to the script, so that it's never triggered. Link to comment
Salk Posted August 9, 2016 Author Share Posted August 9, 2016 Thanks, argent77. I will immediately take a good look at it. Ideally I wouldn't want to disable it completely but set a much more reasonable spawning chance. Truth to be told, I do believe the entire reputati.2da table needs rewriting too. And I think that's what I am going to do. Okay, I am back after taking a look and it already seems to have a spawning chance of 60%. On the other hand, I had found information here (under Reaction Adjustment) that suggests that the spawning chance is different depending on reputation being 1, 2, 3, 4, 5 - on 1 the spawn would be a certainty. Where do those values come from? Rather than double post, I used the Edit function, hoping argent77 might come take a look. I changed the two files (ACTFLAM.BCS and REPUTATI.2DA) as following: ACTFLAM.BCS from IF Delay(10) Entered([ANYONE]) OR(6) ReputationLT(Player1,3) ReputationLT(Player2,3) ReputationLT(Player3,3) ReputationLT(Player4,3) ReputationLT(Player5,3) ReputationLT(Player6,3) !StateCheck(LastTrigger,STATE_INVISIBLE) !StateCheck(LastTrigger,STATE_IMPROVEDINVISIBILITY) THEN RESPONSE #60 Wait(3) CreateCreature("FLAMPUN",[-1.-1],0) // Flaming Fist Enforcer CreateCreature("FLAMPUN2",[-1.-1],0) // Flaming Fist Enforcer CreateCreature("FLAMPUN2",[-1.-1],0) // Flaming Fist Enforcer CreateCreature("FLAMSCO",[-1.-1],0) // Flaming Fist Scout CreateCreature("FLAMWIZ",[-1.-1],0) // Flaming Fist Battle Wizard RESPONSE #40 Wait(2) ENDto IF Delay(10) Entered([ANYONE]) Reputation(Player1,6) OR(6) StateCheck(Player1,STATE_NORMAL) StateCheck(Player2,STATE_NORMAL) StateCheck(Player3,STATE_NORMAL) StateCheck(Player4,STATE_NORMAL) StateCheck(Player5,STATE_NORMAL) StateCheck(Player6,STATE_NORMAL) THEN RESPONSE #1 Wait(3) CreateCreature("FLAMPUN",[-1.-1],0) // Flaming Fist Enforcer CreateCreature("FLAMSCO",[-1.-1],0) // Flaming Fist Scout RESPONSE #99 Wait(2) END IF Delay(10) Entered([ANYONE]) Reputation(Player1,5) OR(6) StateCheck(Player1,STATE_NORMAL) StateCheck(Player2,STATE_NORMAL) StateCheck(Player3,STATE_NORMAL) StateCheck(Player4,STATE_NORMAL) StateCheck(Player5,STATE_NORMAL) StateCheck(Player6,STATE_NORMAL) THEN RESPONSE #3 Wait(3) CreateCreature("FLAMPUN",[-1.-1],0) // Flaming Fist Enforcer CreateCreature("FLAMSCO",[-1.-1],0) // Flaming Fist Scout RESPONSE #97 Wait(2) END IF Delay(10) Entered([ANYONE]) Reputation(Player1,4) OR(6) StateCheck(Player1,STATE_NORMAL) StateCheck(Player2,STATE_NORMAL) StateCheck(Player3,STATE_NORMAL) StateCheck(Player4,STATE_NORMAL) StateCheck(Player5,STATE_NORMAL) StateCheck(Player6,STATE_NORMAL) THEN RESPONSE #6 Wait(3) CreateCreature("FLAMPUN",[-1.-1],0) // Flaming Fist Enforcer CreateCreature("FLAMPUN2",[-1.-1],0) // Flaming Fist Enforcer CreateCreature("FLAMSCO",[-1.-1],0) // Flaming Fist Scout RESPONSE #94 Wait(2) END IF Delay(10) Entered([ANYONE]) Reputation(Player1,3) OR(6) StateCheck(Player1,STATE_NORMAL) StateCheck(Player2,STATE_NORMAL) StateCheck(Player3,STATE_NORMAL) StateCheck(Player4,STATE_NORMAL) StateCheck(Player5,STATE_NORMAL) StateCheck(Player6,STATE_NORMAL) THEN RESPONSE #10 Wait(3) CreateCreature("FLAMPUN",[-1.-1],0) // Flaming Fist Enforcer CreateCreature("FLAMPUN2",[-1.-1],0) // Flaming Fist Enforcer CreateCreature("FLAMSCO",[-1.-1],0) // Flaming Fist Scout RESPONSE #90 Wait(2) END IF Delay(10) Entered([ANYONE]) Reputation(Player1,2) OR(6) StateCheck(Player1,STATE_NORMAL) StateCheck(Player2,STATE_NORMAL) StateCheck(Player3,STATE_NORMAL) StateCheck(Player4,STATE_NORMAL) StateCheck(Player5,STATE_NORMAL) StateCheck(Player6,STATE_NORMAL) THEN RESPONSE #15 Wait(3) CreateCreature("FLAMPUN",[-1.-1],0) // Flaming Fist Enforcer CreateCreature("FLAMSCO",[-1.-1],0) // Flaming Fist Scout CreateCreature("FLAMWIZ",[-1.-1],0) // Flaming Fist Battle Wizard RESPONSE #85 Wait(2) END IF Delay(10) Entered([ANYONE]) Reputation(Player1,1) OR(6) StateCheck(Player1,STATE_NORMAL) StateCheck(Player2,STATE_NORMAL) StateCheck(Player3,STATE_NORMAL) StateCheck(Player4,STATE_NORMAL) StateCheck(Player5,STATE_NORMAL) StateCheck(Player6,STATE_NORMAL) THEN RESPONSE #25 Wait(3) CreateCreature("FLAMPUN",[-1.-1],0) // Flaming Fist Enforcer CreateCreature("FLAMPUN2",[-1.-1],0) // Flaming Fist Enforcer CreateCreature("FLAMSCO",[-1.-1],0) // Flaming Fist Scout CreateCreature("FLAMWIZ",[-1.-1],0) // Flaming Fist Battle Wizard RESPONSE #75 Wait(2) ENDand REPUTATI.2DA from 2DA V1.0 0 KILL_INNOCENT INJURE_INNOCENT STEAL KILL_FIST MONEY_CHURCH MONEY_BEGGAR MAGIC_CHURCH KILL_EVIL BASE_CHURCH 1 0 0 0 0 10 0 0 0 1500 2 -10 0 0 -10 10 0 0 0 1200 3 -10 0 0 -10 10 0 0 0 1000 4 -10 0 0 -20 10 0 0 0 1000 5 -20 -10 0 -20 10 0 0 0 500 6 -20 -10 0 -30 10 0 0 0 400 7 -20 -10 0 -40 10 0 0 0 200 8 -20 -10 0 -50 10 0 0 0 300 9 -30 -10 -10 -50 10 0 0 0 400 10 -40 -10 -10 -60 10 0 0 0 500 11 -40 -10 -10 -60 10 0 0 0 700 12 -50 -10 -10 -70 10 0 0 0 900 13 -50 -10 -10 -70 10 0 0 0 1200 14 -50 -10 -10 -80 10 0 0 0 1500 15 -60 -10 -10 -80 10 0 0 0 2000 16 -70 -10 -10 -90 10 0 0 0 2500 17 -80 -10 -10 -90 10 0 0 0 5000 18 -90 -20 -10 -90 0 0 0 0 0 19 -100 -20 -10 -100 0 0 0 0 0 20 -100 -20 -10 -100 0 0 0 0 0to KILL_INNOCENT INJURE_INNOCENT STEAL KILL_FIST MONEY_CHURCH MONEY_BEGGAR MAGIC_CHURCH KILL_EVIL BASE_CHURCH 1 0 0 0 0 10 0 0 0 5000 2 0 0 0 0 10 0 0 0 3600 3 0 0 0 0 10 0 0 0 2700 4 0 0 0 0 10 0 0 0 1850 5 -10 0 0 0 10 0 0 0 1350 6 -10 0 0 0 10 0 0 0 1000 7 -20 0 0 0 10 0 0 0 750 8 -20 0 0 0 10 0 0 0 600 9 -20 0 0 -10 10 0 0 0 500 10 -20 0 0 -10 10 0 0 0 500 11 -30 0 0 -10 10 0 0 0 900 12 -30 0 0 -10 10 0 0 0 1400 13 -30 0 0 -10 10 0 0 0 2000 14 -30 -10 0 -10 10 0 0 0 2700 15 -40 -10 0 -20 10 0 0 0 3500 16 -40 -10 -10 -20 0 0 0 0 0 17 -40 -10 -10 -20 0 0 0 0 0 18 -40 -10 -10 -20 0 0 0 0 0 19 -50 -20 -10 -40 0 0 0 0 0 20 -70 -20 -10 -50 0 0 0 0 0I take that the value in the REPTATI.2DA modifies the reputation of a number that corresponds to the first digit in the column (?) but I am not sure about that. I should test that, unless someone can confirm this? ACTFLAM.BCS: from what I understand the original script would not trigger any script if anyone in the party is invisible. I tried to change it to return true if there is a party member that is not invisible instead (no idea if it is correct though). Also I changed the opposition to face depending on how high in the "Wanted" list charname is. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.