DavidW Posted July 9, 2019 Author Share Posted July 9, 2019 @jeruzugggreat, that's a relief! @Aegor: The spells I can reproduce (though I also find that if I save and reload, she has them). Can you give me an *exact* description of how to reproduce the greyed-out-portrait effect? I have tried and can't get it. Link to comment
Aegor Posted July 10, 2019 Share Posted July 10, 2019 14 hours ago, DavidW said: @jeruzugggreat, that's a relief! @Aegor: The spells I can reproduce (though I also find that if I save and reload, she has them). Can you give me an *exact* description of how to reproduce the greyed-out-portrait effect? I have tried and can't get it. Hmm, haven't tried saving and reloading after levelling and checking her spellbook, gonna give it a try when I get home and report back. The greyed-out-effect: she takes damage during the introduction fight, asks to join the party, I accept and her HP is 1/10, at level 0. Now if I level her up like this her max HP falls to 4 HP and then appears greyed out. However if I heal her to full health then it's ok. Link to comment
Daxtreme Posted July 10, 2019 Share Posted July 10, 2019 (edited) In the Twisted Rune encounter, I think you tried to fix their AI of doing nothing when they don't see the player with this: DW#RUHLP.bcs IF !Dead("hlshang") // Shangalar Global("ShangalarMove","AR1008",1) !Detect(NearestEnemyOf(Myself)) !Detect(Player1) !Detect(Player2) !Detect(Player3) !Detect(Player4) !Detect(Player5) !Detect(Player6) THEN RESPONSE #100 MoveToObject(Player1) END But "ShangalarMove" global is equal to 2 after he moves, not 1. It's only equal to 1 for like... a split second (here's why if you're wondering) Spoiler IF Global("ShangalarMove","AR1008",1) THEN RESPONSE #100 SetGlobal("ShangalarMove","AR1008",2) CreateVisualEffect("SPROTECT",[825.664]) CreateVisualEffect("SPROTECT",[1123.640]) CreateVisualEffect("SPROTECT",[1038.452]) CreateVisualEffect("SPROTECT",[784.558]) Wait(1) CreateVisualEffect("SPDISPMA",[825.664]) CreateVisualEffect("SPDISPMA",[1123.640]) CreateVisualEffect("SPDISPMA",[1038.452]) CreateVisualEffect("SPDISPMA",[784.558]) SmallWait(7) CreateCreature("HLREVAN",[825.664],NE) // Revanek CreateCreature("HLSHYR",[1123.640],NW) // Shyressa CreateCreature("HLLAYEN",[1038.452],SW) // Layene CreateCreature("HLVAXAL",[784.558],E) // Vaxall END Fixing this is very easy: Just change the line to Global("ShangalarMove","AR1008",2) And then all the Twisted Rune members won't just forget about the PC when they're out of line of sight Edited July 10, 2019 by Daxtreme Link to comment
DavidW Posted July 10, 2019 Author Share Posted July 10, 2019 OK, that looks right - thanks, well spotted. Link to comment
Daxtreme Posted July 10, 2019 Share Posted July 10, 2019 On 7/8/2019 at 9:41 PM, DavidW said: (Sorry for belated reply.) Yes, it's intended... well, kind of. I was treating the teleport block just as part of Zallanora's generic combat scripting, especially given there's no guarantee it would actually fire. I guess it's harmless enough to restore it, though (well, without the instacast Timestop/Gate, which is just cheating). Will do so if I get the chance. On second thought please leave it as it is - removed! I'm making a mod and since it will install before yours, it would be best that way (and nobody else cares anyway :P) Link to comment
DavidW Posted July 13, 2019 Author Share Posted July 13, 2019 Going through Luke's reports: Can reproduce; fixed. - BDSUM00 needs vanilla bug fixing on BGEE - Boneguard animation is askew - IDPRO282 has the wrong string - innate spider web has some oddities on BG (caused because we convert a BG2 resource that's fixed on BG2 but not on BG) - Dorn gets duplicate innate abilities - level 6-9 summoned monsters missing on BGEE installs - summoned ogre berserkers need Enrage - summoned creatures' weapons should be unbreakable - wild mages lack their characteristic spells (e.g., Nahal Reckless Dweomer) if 'Improved NPC management' is installed. [actually, I can't fix this: it fixes itself on save and reload, and I add an in-game note to tell the player this.] - DW#MS1HA (from MSUMMO1.2da) is coded as THIEF (corollary of minor vanilla bug) - druids try to use swift shapeshift even when SCS shapeshift component is missing (this is sort-of-intentional but wrongly implemented) - summoned lizard men lack weapons Not a bug/no action. - summoned monsters lack BG2 proficiencies. (They can do fine with BG1 ones) - CLERIC_MASS_CAUSE_LIGHT_WOUNDS is using an unknown secondary projectile - offset 0x214 of SPARRENP.pro. (It's unknown in the original IWDEE projectile too, but as far as I can tell it's working normally even so, so I assume it's either harmless or hardcoded.) Can't reproduce. - wild mage portrait greyed out if they join with very low hit points (tested with Neera, can't reproduce it) - When an NPC joins the party, he/she has 0 (zero) XP points (on my install, their XP is normal once they've finished levelling) Link to comment
Luke Posted July 13, 2019 Share Posted July 13, 2019 (edited) On 6/27/2019 at 10:40 AM, Luke said: At least on EEs, you could use DAGG01Q, HALB01Q, BLUN06Q and the like (note the "Q" in the resource name) => they're basically the non-breakable version of the ordinary dagger, halberd, morning star and the like (a.k.a. "quality" weapons). Sorry, forgot to mention these resources exist only on BGEE (not on BG2EE – so if you decide to use them, you'll need to distinguish between the two games) Spoiler ACTION_IF GAME_IS ~BGEE~ BEGIN OUTER_TEXT_SPRINT unbreakable_battle_axe "AX1H01Q" END ELSE BEGIN OUTER_TEXT_SPRINT unbreakable_battle_axe "AX1H01" END Edited July 13, 2019 by Luke Link to comment
DavidW Posted July 13, 2019 Author Share Posted July 13, 2019 That's ok, I did it a different way anyway (breakable weapons no longer break when wielded by summoned creatures). Link to comment
Luke Posted July 13, 2019 Share Posted July 13, 2019 (edited) 38 minutes ago, DavidW said: – summoned monsters lack BG2 proficiencies. (They can do fine with BG1 ones) Are you referring to offsets 0x6e – 0x75 of the CRE file? If so, then you're right, they're functional, but you may wanna redistribute them => for instance, DW#MS4YU (Yuan-ti) has 3 points in the Spiked proficiency (offset 0x73) but its equipped weapon (SW1H04 – Long Sword) makes use of the Large Sword proficiency (offset 0x6e).... 38 minutes ago, DavidW said: – summoned lizard men lack weapons This is particularly true for Lizard Men summoned by WIZARD_SHADOW_MONSTERS, WIZARD_DEMI_SHADOW_MONSTERS and WIZARD_SHADES... Edited July 13, 2019 by Luke Link to comment
kjeron Posted July 13, 2019 Share Posted July 13, 2019 7 hours ago, DavidW said: Not a bug/no action. - CLERIC_MASS_CAUSE_LIGHT_WOUNDS is using an unknown secondary projectile - offset 0x214 of SPARRENP.pro. (It's unknown in the original IWDEE projectile too, but as far as I can tell it's working normally even so, so I assume it's either harmless or hardcoded.) projectiles 195 - 201 are hardcoded and cannot be overridden in PROJECT.IDS or VEFPROJ.IDS. They are listed in MISSILE.IDS for reference though - they generate the explosion animation (SHAREA.BAM) for the Sparkle Area projectiles, one for each spell school: default(gold)/necromancy, blue/alteration, gold/enchantment, green/abjuration, magenta/illusion, purple/conjuration, red/invocation, stone/divination (necromancy should be "ice", but for whatever reason it's palette (SHAREA7.BMP) is unused) Link to comment
DavidW Posted July 15, 2019 Author Share Posted July 15, 2019 I've now updated to v32.4, so I'll close this thread. Link to comment
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