Horred the Plague Posted April 23, 2006 Author Share Posted April 23, 2006 *wades through the mounds of confetti* I had a pretty busy week this week, not much progress was made. I got a bit into the NEEDS_BREACH stat--it's bigger than I thought it was. Almost as big as the DISPEL_(xxx) set! SPELLFAILUREINNATE and DEAD_MAGIC, the latest findings by Avenger, were also added to the stack. I'm sure we all can find uses for SPELLFAILUREINNATE; anyone making custom scripts for Watcher's Keep (esp demons) will possibly have use for the DEAD_MAGIC stat (perhaps a block or 2 in player scripts as well?). EDIT: This next week will probably be a busy one as well, but I'll do my best to set some time aside for further progress. Link to comment
Horred the Plague Posted April 30, 2006 Author Share Posted April 30, 2006 UPDATE (or lack thereof...) I had some big RL issues come up this week, and nothing got done. I'll strive to correct this, in the following week. Cheers! Horred Link to comment
cirerrek Posted April 30, 2006 Share Posted April 30, 2006 UPDATE (or lack thereof...) I had some big RL issues come up this week, and nothing got done. I'll strive to correct this, in the following week. Cheers! Horred <{POST_SNAPBACK}> Well, hopefully RL pays the bills, because modding sure doesn't Link to comment
icelus Posted April 30, 2006 Share Posted April 30, 2006 You didn't get your check from G3? The Q1 bonus checks went out a few weeks ago. Maybe there's a mixup in payroll. You might want to contact that department, just in case: payroll@gibberlings3.net Link to comment
Horred the Plague Posted May 4, 2006 Author Share Posted May 4, 2006 Payroll dept. directed me to the donations link...doesn't figure... Well, I got a little progress done, until I had to rescue my kitten from 30' or so up a skinny tree. He is unscathed, I'm scratched to bits! (by the tree, not the cat). I'll stop typing soon, as it hurts to type. But NEEDS_BREACH is done, and I got a start on DISPEL_BAD I found a spell that cannot be accounted for properly by the CheckStat DISPEL_ (good or bad). Chant spell. If you are concerned about chant in your scripts for dispelling matters, you'll simply have to use StateCheck(xxx,CHANT [/ _BAD]). I'm also setting up dispel-type spells as numerical entries based on their spell level (as per "...somebody's" request). Those who are familiar with how scripting state effects work will realize this is far from foolproof. The last entry recorded is the only one that sticks. But it may work "some of the time", which is better than none at all, and perhaps some scriptor or another might appreciate this. A standard, generic check will be done by a CheckStatGT(xxx,0,DISPEL_ [GOOD/BAD]). Okay, enough typing; time for some more antibiotic cream. Link to comment
Salk Posted May 31, 2006 Share Posted May 31, 2006 Hello! I don't know what the status of your Detectable Effects v3 is but I'd like to report here the detectable spells table that Enhanced Creatures uses. Unfortunately I am no modder and the author can't work on it now. I just really wish that there wouldn't be incompatibilities in the future and I am asking you for help, if you can. Here's the content: NAME SPELL VALUE STAT CLONE_OP Barbarian Rage SPCL152.SPL 1 SCRIPTINGSTATE4 142 Remove Fear SPCL222.SPL 2 WIZARD_RESIST_FEAR 142 True Sight SPCL232.SPL 1 TRUE_SIGHT 142 Enrage SPCL321.SPL 1 SCRIPTINGSTATE4 142 Poison Weapon SPCL423.SPL 4 SCRIPTINGSTATE4 142 Offensive Spin SPCL521.SPL 2 SCRIPTINGSTATE4 142 Defensive Spin SPCL522.SPL 2 SCRIPTINGSTATE4 142 True Sight SPCL732.SPL 1 TRUE_SIGHT 142 Boon of Lathander SPCL741.SPL 3 SCRIPTINGSTATE4 142 Draw Upon Holy Might SPIN103.SPL 4 SCRIPTINGSTATE5 142 Berserk SPIN117.SPL 1 SCRIPTINGSTATE4 142 True Sight SPIN684.SPL 1 TRUE_SIGHT 142 Protection from Magical Weapongs SPIN686.SPL 4 WIZARD_PROTECTION_FROM_MAGIC_WEAPONS 142 Moon Dog Sight SPIN696.SPL 1 TRUE_SIGHT 220 Remove Fear SPPR108.SPL 2 WIZARD_RESIST_FEAR 142 Armor of Faith SPPR111.SPL 1 CLERIC_ARMOR_OF_FAITH 142 Draw Upon Holy Might SPPR214.SPL 4 SCRIPTINGSTATE5 142 Summon Insects SPPR319.SPL 1 CLERIC_INSECT_PLAGUE 60 Free Action SPPR403.SPL 1 CLERIC_FREE_ACTION 142 Defensive Harmony SPPR406.SPL 1 CLERIC_DEFENSIVE_HARMONY 142 Holy Power SPPR412.SPL 3 SCRIPTINGSTATE5 142 True Seeing SPPR505.SPL 1 TRUE_SIGHT 142 Chaotic Commands SPPR508.SPL 1 CLERIC_CHAOTIC_COMMANDS 142 Righteous Magic SPPR513.SPL 6 SCRIPTINGSTATE5 142 Insect Plague SPPR517.SPL 2 CLERIC_INSECT_PLAGUE 60 Creeping Doom SPPR717.SPL 3 CLERIC_INSECT_PLAGUE 60 True Sight SPPR950.SPL 1 TRUE_SIGHT 221 Shield SPWI114.SPL 2 SCRIPTINGSTATE3 142 Resist Fear SPWI210.SPL 1 WIZARD_RESIST_FEAR 142 Strenght SPWI214.SPL 2 SCRIPTINGSTATE5 142 Protection from Normal Missiles SPWI311.SPL 1 WIZARD_PROTECTION_FROM_NORMAL_MISSILES 142 Fire Shield (Blue) SPWI403.SPL 2 WIZARD_FIRE_SHIELD 142 Greater Malison SPWI412.SPL 1 WIZARD_GREATER_MALISON 142 Polymorph Self SPWI416.SPL 1 POLYMORPH_SELF 142 Fire Shield (Red) SPWI418.SPL 1 WIZARD_FIRE_SHIELD 142 Protection from Normal Weapons SPWI511.SPL 1 WIZARD_PROTECTION_FROM_NORMAL_WEAPONS 142 Minor Spell Turning SPWI522.SPL 1 WIZARD_SPELL_TURNING 200 Immunity: Abiuration SPWI590.SPL 1 SCRIPTINGSTATE6 142 Immunity: Conjuration SPWI591.SPL 2 SCRIPTINGSTATE6 142 Immunity: Divination SPWI592.SPL 3 SCRIPTINGSTATE6 142 Immunity: Enchantment SPWI593.SPL 4 SCRIPTINGSTATE6 142 Immunity: Illusion SPWI594.SPL 5 SCRIPTINGSTATE6 142 Immunity: Evocation SPWI595.SPL 6 SCRIPTINGSTATE6 142 Immunity: Necromancy SPWI596.SPL 7 SCRIPTINGSTATE6 142 Immunity: Alteration SPWI597.SPL 8 SCRIPTINGSTATE6 142 Tenser's Transformation SPWI603.SPL 1 SCRIPTINGSTATE3 142 True Sight SPWI609.SPL 1 TRUE_SIGHT 142 Protection from Magical Weapons SPWI611.SPL 1 WIZARD_PROTECTION_FROM_MAGIC_WEAPONS 142 Mantle SPWI708.SPL 2 WIZARD_PROTECTION_FROM_MAGIC_WEAPONS 142 Improved Mantle SPWI808.SPL 2 WIZARD_PROTECTION_FROM_MAGIC_WEAPONS 142 Mislead SPWI607.SPL 1 WIZARD_MISLEAD 20 Protection from Evil SPWI113.SPL 3 SCRIPTINGSTATE3 142 Protection from Evil SPPR107.SPL 3 SCRIPTINGSTATE3 142 Protection from Evil SPCL213.SPL 3 SCRIPTINGSTATE3 142 Protection from Magic _SCRL07.itm 1 PROTECTION_FROM_MAGIC 142 Potion of Magic Blocking _POTN33.itm 1 POTION_OF_MAGIC_BLOCKING 142 Potion of Magic Protection _POTN34.itm 1 POTION_OF_MAGIC_PROTECTION 142 Potion of Magic Shielding _POTN35.itm 1 POTION_OF_MAGIC_SHIELDING 142 Strangle JA#B8-32.ITM 1 SERVANT_STRANGLE 6 Holy Power a#tem07.spl 3 SCRIPTINGSTATE5 142 Link to comment
Horred the Plague Posted June 2, 2006 Author Share Posted June 2, 2006 Hello! I don't know what the status of your Detectable Effects v3 is but I'd like to report here the detectable spells table that Enhanced Creatures uses. Unfortunately I am no modder and the author can't work on it now. I just really wish that there wouldn't be incompatibilities in the future and I am asking you for help, if you can. The only one that isn't covered, of course, is that item strangling. This could also be done with a LOCALS global, very likely (maybe two--one for user, one for victim). Some of the others have changed, and are perhaps more effective in their new incarnation (e.g. -- the various spell immunities now have seperate stats). Look back further in the post for exact details. Just like everybody else that previously used the system, there will be some adaptation work. But if EC makes this effort, it should blend in relatively seamlessly with the rest of the mods. P.S: What is this "CLONE_OP" you are referring to? And why do they all say 142? Link to comment
aigleborgne Posted June 2, 2006 Share Posted June 2, 2006 Clone op is just for coding purpose. To copy the duration of that opcode for the script variable. About strangle, I can code this special detectable effect in my mod. Because I don't know how to do it with global. The way it is used: Aerial servant hit something, strangling variable is set in the item. Then, I can check in script to release a special effect (Strangle) The only one that isn't covered, of course, is that item strangling. This could also be done with a LOCALS global, very likely (maybe two--one for user, one for victim). Some of the others have changed, and are perhaps more effective in their new incarnation (e.g. -- the various spell immunities now have seperate stats). Look back further in the post for exact details. Just like everybody else that previously used the system, there will be some adaptation work. But if EC makes this effort, it should blend in relatively seamlessly with the rest of the mods. P.S: What is this "CLONE_OP" you are referring to? And why do they all say 142? <{POST_SNAPBACK}> Link to comment
Horred the Plague Posted June 11, 2006 Author Share Posted June 11, 2006 I just came across a slight setback while coding the DISPEL_BAD stats. I don't think I can use this to account for any of the IDS-targetted spells, like Hold Person, Hold Undead, Charm Person/Mammal, and so on. So far, I think only charm and hold will be affected. There may be others I'm not thinking about at this time. What does this mean, in layman's terms? The checks for DISPEL_BAD are going to also have to include the following checks, to be accurate: CheckStatGT(LastSeenBy(Myself),0,HELD) StateCheck(LastSeenBy(Myself),STATE_CHARMED) So, three checks instead of 30 or so... The plus side: you could leave these checks out, if desired. Note that you can also use negative checks to delete other effects you don't want included in your dispel ensemble (e.g.): CheckStatGT(LastSeenBy(Myself),0,DISPEL_BAD) NotStateCheck(LastSeenBy(Myself),STATE_SLOWED) And while it is not reliable due to overwriting, I have included Stars to equal the power (level) of the dispel. A fifth level spell (e.g., Insect Plague) will actually set the following as true: CheckStat(LastSeenBy(Myself),5,DISPEL_BAD) Unreliable, yes. The next spell that comes along (e.g., a web spell) will set the Stat to its value (2, in our example). Some people requested this feature, however. Anyways...the priest spells are done, I'm about 1/3 of the way through the wizard spells. DISPEL_GOOD has roughly twice as many spells as DISPEL_BAD. And, a handful of items that have dispellable effects (most are things like SGRASP, CHILLT, etc--spells that make magical weapons appear in the inventory). WEAPON_ENCHANTMENT stat will most likely be done weidu-automated with a REG_EXP_GLOB, so that won't take too long. So, in short---a prototype is only a few hours-at-work away. Now, to find time to actually do this.... I'll be looking for some brave testers to help me out, before I unleash this on the public-at-large. Obviously, it will have to be people that know what is going on, and why this is an important project. Horred EDIT: Looks like we could add POLYMORPHED stat to the checklist; it has some weird IDS targetting. (Object IDS/FourthNearestEnemyOf) Maybe we should fix the spell instead? EDIT 2: DISPEL_BAD finished. Only additional problem that rose was with SPWI715 (Power Word, Stun). This is a hardcoded effect, to apply random time blocks according to hit points. This is the only stun-based spell that causes any issues, so I didn't make all stun require StateCheck's. I set its timer for the maximum amount (96 seconds), and gave it a Max Hit Dice of 12. Not at all accurate, but some sort of approximation. Open to suggestions on this one... EDIT 3: Add Chant spell to the list of "things best not detected by a DISPEL_(xxx) stat. I forgot to list it earlier; also a hardcoded effect, it would have to apply both DISPEL_GOOD and _BAD, depending on who cast it and whom was affected. I doubt this will worry many modders much, as (IMO) casting dispel to rid a chant bonus/penalty is a wasted spell. Link to comment
devSin Posted June 11, 2006 Share Posted June 11, 2006 EDIT: Looks like we could add POLYMORPHED stat to the checklist; it has some weird IDS targetting. (Object IDS/FourthNearestEnemyOf) Maybe we should fix the spell instead?This is actually EA.IDS - NotGood. The party cannot be affected by Polymorph Other (not even the enemy-only innate in ToB). Not sure what they were thinking... Link to comment
Horred the Plague Posted June 11, 2006 Author Share Posted June 11, 2006 EDIT: Looks like we could add POLYMORPHED stat to the checklist; it has some weird IDS targetting. (Object IDS/FourthNearestEnemyOf)  Maybe we should fix the spell instead?This is actually EA.IDS - NotGood. The party cannot be affected by Polymorph Other (not even the enemy-only innate in ToB). Not sure what they were thinking... <{POST_SNAPBACK}> Okay; I knew I should've double-checked the targetting in DLTCEP; NI is innaccurate on this. And I now definitely think we should fix this spell (and its variants). Maybe in the G3 fix package instead? Link to comment
devSin Posted June 11, 2006 Share Posted June 11, 2006 I think they wanted the PC version to not affect PCs (something you can't do without AoE projectiles) when cast by a PC, leading to the stupid implementation. All the other variants are simply copied from the base spell (itself adapted from TotSC, I think). It'll probably get looked at for fixes or tweaks somewhere else. For the Power word, stun effect, I'd pick the middle duration instead of the max duration. In BG2, Chant is only ever a bonus to allies of the casters. The Negative chant is never used in the default files (but it is a separate effect, and would need to be used if you wanted penalties to enemies; Positive chant is only ever a bonus). Link to comment
Avenger Posted June 12, 2006 Share Posted June 12, 2006 Ahh yes, most opcodes use 2 for EA, only one or two start at 0 Link to comment
Avenger Posted July 6, 2006 Share Posted July 6, 2006 Maybe this is trivial, sorry: For spells like shocking grasp, you can use checks like HasItemSlot(target, SLOT_MAGIC). Or detailed checks: HasItemEquiped(target,"SGRASP") Link to comment
LadeJarl Posted September 1, 2006 Share Posted September 1, 2006 How are things going ? Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.