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Low reputation tweak


Salk

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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!

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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)
END
to

 

 

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)
END
and 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             0
to

   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             0
I 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.

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