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Luke

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  1. Luke

    SPELL.IDS coding discussion

    I see. So I first need to do my modifications (including my version of MONSTER_SUMMONING_4, 5, 6, 7 and so forth) => then installing IWDification => and finally SCS. Right?
  2. Luke

    SPELL.IDS coding discussion

    @DavidW What about an existing spell? What if I'd like to edit WIZARD_MONSTER_SUMMONING_2? Will your IWDEE spells overwrite my modifications?
  3. Luke

    SCS updated to 32.4

    Unfortunately, there are still some issues with summoned monsters. Why do some summoned creatures (e.g., OGRELESU, HOBGOBSU) use some other script (e.g., DW#SUMME) instead of BDSUM00 when summoned by the player (i.e., [GOODCUTOFF])? Just to allow for toggling AI on/off via hotkeys? I mean, it's worse than BDSUM00 combat-wise... Lizard man shades now have weapons => You placed #S1-12.itm in SLOT_HELMET (should be SLOT_WEAPON) You attached opcode #326 (param#2 = 0, resource = ~RNDTRE03~) to some summoned creatures (e.g., GNOLLSU, HOBGOBSU). I don't think this is intended...
  4. Luke

    SCS updated to 32.3

    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).... This is particularly true for Lizard Men summoned by WIZARD_SHADOW_MONSTERS, WIZARD_DEMI_SHADOW_MONSTERS and WIZARD_SHADES...
  5. Luke

    SCS updated to 32.3

    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)
  6. Luke

    SPELL.IDS coding discussion

    I see, thank you for clarifying. So basically there's no risk of breaking your AI in this case. In particular: I'd like to replace the current summoned creatures with my own creatures. I'd like to modify the special parameter of opcode #331 to always use "Dice values". I'd like to give some specialist mages (notably Conjurers) the possibility of summoning extra creatures via opcode #177. As you can see, none of these things is supposed to break your AI. Moreover, since you tend to give specialist mages spells belonging to their school, your AI will benefit from it as well. I have a question about the associated scroll: do I need to CREATE it or will SCS do that for me and distribute it where appropriate?
  7. Luke

    SPELL.IDS coding discussion

    Does this mean that everyone is free to ADD his/her own version of the Monster Summoning spells and similar (e.g., WIZARD_SHADES, etc.)? I mean, your AI uses these spells regardless of what creatures are summoned, so it's safe, right?
  8. Luke

    SCS updated to 32.3

    [BG1EE, SCS v32.3] Improved NPC management and customization: the EE joinable NPC Dorn joins the party with 1 use of "Absorb Health" (along with the special ability to change his original class/kit). As a result, if you keep his original class/kit when leveling him from level 0 to level 1, he'll end up with 2 uses of this spell-like ability (whereas it should be one use per day) => I managed to fix this issue via kicking him from the party and then recruiting him again before hitting the 'level up' button... When an NPC joins the party, he/she has 0 (zero) XP points. Is it intended?
  9. Luke

    SCS updated to 32.3

    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).
  10. Luke

    SCS updated to 32.3

    CLERIC_MASS_CAUSE_LIGHT_WOUNDS is using an unknown secondary projectile (offset 0x214 of SPARRENP.pro) IDPRO282.pro is displaying the wrong string at 0x030 (namely: Change difficulty to IMPROVED: Vampires show more care in choosing their targets, actively seeking vulnerable targets; they use their dominating gaze on opponents.) => The correct string should be Releases Acidic Vapor. Anyway, you may wanna unset BIT20 (located at offset 0x2c of the .PRO file) since the SPL (namely INNATE_BOMBARDIER_BEETLE_CLOUD) makes use of opcode #139 (string: Releases Acidic Vapor)... INNATE_SPIDER_WEB: opcodes #109 and #157 have a 'duration' of 21, whereas opcode #142 has a 'duration' of 7 (please set the 'icon' parameter to 129 – Webbed) => which is the correct value? 21 or 7? (IMHO, a duration of 12 would be perfect...) Also, you may wanna set BIT25 (Castable when silenced) to 1 (never mind, spiders are scripted to use it if they're not DISABLED...). Moreover, a saving throw vs. Breath (instead of vs. Spell) would probably be more appropriate....
  11. Luke

    SCS updated to 32.3

    Dunno, I didn't test it... In any case, they're scripted to use it (via the script action SelectWeaponAbility()), so this may crash the game.... This is related to the new humanoid creatures (e.g., DW#MS4YU, DW#MS6GT and the like) you introduced for level 6,7,8 and 9 Monster Summoning spells => Anyway, this may be intended since you cannot cast level 6, 7, 8, and 9 spells in BG1 due to the experience cap. Can you confirm? Moreover, some of them (e.g., DW#MS4YU, MS7BGRD) are coded as FIGHTER with no apparent reason => To tell the truth, it may be reasonable but then consider the idea of giving them some pips (for instance, since the Yuan-ti is equipped with a long sword: SET_BG2_PROFICIENCY ~PROFICIENCYLONGSWORD~ 3 SET_BG2_PROFICIENCY ~PROFICIENCYSINGLEWEAPON~ 2 or something like that....). As a side note, DW#MS1HA (from MSUMMO1.2da) is coded as THIEF and its melee weapon is not suitable for backstab/sneak attack... You may wanna give BERSERKER_RAGE to OGREGRSU for consistency purposes (otherwise DW#MSOGR.bcs is useless...)
  12. Luke

    SCS updated to 32.3

    But the script action Rest() is supposed to restore everything (including innate abilities) => Am I missing something?
  13. Luke

    SCS updated to 32.3

    BDSUM00.bcs is fixed on v32.3 but only for BG2EE... Moreover, why do some summoned creatures (e.g., OGRELESU) use some other script (e.g., DW#SUMME) than BDSUM00 when summoned by the player? Just to allow for toggling AI on/off via hotkeys? I mean, it's worse than BDSUM00 combat-wise....
  14. Luke

    SCS updated to 32.3

    Yes, it's using an unknown animation even on BG2EE (creature file: MS7BGRD)
  15. Luke

    SCS updated to 32.3

    So far (BGEE without SoD ) Wild mages lack their characteristic spells (e.g., Nahal Reckless Dweomer) if 'Improved NPC management' is installed. Moreover, their character portrait is greyed out (as if they were dead) upon joining the party if they have very low hit points (e.g., 1 HP => this one may be related to the hit die of the character class being less than 10...) Some 2DA files related to Monster Summoning spells contain references to non existing resources. Summoned creatures should be equipped with non-breakable weapons (where appropriate) => this applies only to BG1 of course... Moreover, make sure all Lizard Men are equipped with a weapon whose 'equipped appearance' is either 'QS' or 'CB' or 'HB'. You forgot to fix BDSUM00.bcs via adding 'See(LastSeenBy(Myself))' to the two attacking blocks. Osmadi and Seniyad (and possibly other druids) are equipped with a non existing weapon (i.e., DW#SHNBR.itm). If it may help, I did not install the 'Rebalance Shapeshifting' component. The Boneguard summoned by the 9th level spell 'Create Boneguard' is using an unknown animation (offset 0x28) Technical question now. I noticed that enemy sequencers (e.g., DW#MS1.spl) are restored after 1440 real time seconds. Is there a particular reason for that?
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