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Luke

Modders
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Everything posted by Luke

  1. @jmerry, @subtledoctor Never mind.
  2. @CamDawg SEVEN_EYES_MAGE: description states that "This eye absorbs one manifestation of fire, electrical, cold, or acid damage.". However, according to "7eyes.2da", this eye can also absorb one manifestation of magic (12*0x400000) damage. Which of the two is the correct one...?
  3. Yes, see here. The only real hardcoded thing should be the "Creatures will be frozen+shattered by the damage"...
  4. It shouldn't. I mean, judging from the screenshots posted on the first pages, the mod does sound quite challenging... But really, there's only one way to find out: install it, play it and see if it meets your expectations...
  5. Here it is: "I didn't intend the mod to be played on the game's actual Heart of Fury mode".
  6. @subtledoctor, @Jarno Mikkola Unless I'm missing something, you don't need to play on HoF mode in order to benefit from the AI improvements! Moreover, there's an optional component that completely disables HoF bonuses (so you can play on HoF with just the extra XP...)
  7. Yes, I agree with you. And that's why OlvynChuru focused on improving the AI. The ReadMe states: Enemies are generally much quicker to select a different target, rather than chasing the same target for a long time. Enemies generally prioritize attacking characters who don't have Stoneskin or Mirror Image. Enemies usually don't attack characters that they can't do anything to (e.g. because of Protection from Magical Weapons). Enemies rarely ever use spells or abilities on creatures that are immune to those spells or abilities. Enemy spellcasters, particularly ones later on in the game, will only use many of their spells on party members, rather than wasting all of their spells on summoned creatures. @RhastorIn any case, you should speak directly with OlvynChuru so as to clear out any doubt...
  8. @subtledoctor, @Rhastor You might not want to stop at "Heart of Fury". If you continue the reading, you'll notice the following paragraph: "There are multiple ways the mod improves the AI:" I didn't try the mod myself (will probably do, just waiting for v2.6 IWDEE on iPadOS), but as the mod author said: "I'm not sure if the mod's AI is comparable with SCS, but it's the closest thing for Icewind Dale.".
  9. @Rhastor You might want to have a look at this mod...
  10. Now that I think of it, is opcode 101 even needed on EE games...? I mean, if everything is properly patched with op318/324, then op101 becomes redundant/useless, right...? Maybe only boss creatures (e.g. Demogorgon/Belhifet/etc...) should use it (just because they're boss creatures and thus should ignore the lore...? Not sure about this...)
  11. I agree with you, but when you introduced op318/324 (along with op328), you forgot to recode all existing (vanilla) SPL/ITM files. Well, to be precise, the IWDEE version of CLERIC_HOLD_PERSON (along with the WIZARD counterpart) has benefitted from it, since it has an op324 (GENERAL != HUMANOID) effect at the top of the effect stack (in fact, EFF files are not needed on EE games). However, that's not enough: the BG versions have not been recoded to benefit from those two opcodes, plus a lot more. And that's why this is not strictly related to oBG2. For instance, WIZARD_HOLD_MONSTER ("spwi507.spl") lacks the following op324 effects (at the top of the effect stack): In so doing, the spell termination sound (along with any other cosmetic effect) will not play. Moreover, it will also provide better feedback for the player (the so-called STRREF_FEEDBACK_IMMUNE_RESOURCE). For comparison (op109 vs. op175), Carrion Crawler/Lich/Ghoul/Ghast attacks lack the following op318/324 effects (at the top of the effect stack): Generally speaking (AFAICT), the problem does not lie in op109 usage vs op175 usage. The issue is that when something provides immunity (op101) to Hold, it almost always (always?) provides immunity to Paralyze (and vice-versa). And this is generally not correct. And by the way, this is not limited to op109 and op175. All spells/abilities/items applying op5 (Charm creature), op76 (Feeblemindedness), op24 (Panic), op39 (Sleep – along with op217), op78 (Disease), op45 (Stun – along with op210), op216 (Level drain), etc... should receive a similar treatment... So to sum up, and if you want, I can provide you with some code that fixes all these vanilla resources... Should be installed as an early tweak, so that subsequent mods that clone (take as a reference) these resources will automatically adapt... And mods that create such resources from scratch will hopefully adapt... Yes, I was talking about this collateral issue. I tried to fix it, but as you said, it's difficult to take into account all mod-added resources out there that do not respect certain canon features. It is highly likely they'll be misidentified by my code, so basically I should patch them manually (static list)... And when you cannot fully automate something, then that's somewhat bad... So yes, you should come up with either another separate unconscious opcode, or tweak the existing op39 to behave as op24 (i.e., if parameter2 is set to 1, it bypasses/ignores op101 – example usage here. Also feel free to include it here for EE games). Guess that a third possibility (at least on EE games) could be to tweak opcode 337, i.e.: it should work with Timing Mode 0 (see "spwi818a.spl") and should not ignore effects using Timing Mode 9...
  12. @CamDawg 1) Just a quick heads up about this (lines 99–102): I mean, generally speaking, that's certainly true. The only "issue" is that some cosmetic effects (in particular delayed sound effects – the ones saying an effect is terminated) will still go through (even though they're supposed not to fire). Let us consider CLERIC_HOLD_PERSON ("sppr208.spl") as an example. If you cast it at an UNDEAD, its termination sound (op174, timing=4, duration=60) will still play regardless of their immunity to op175. Sure, it's not that bad, but it might be annoying / confusing...? I'm asking because I'm making creature skins and I'm not sure if I should block all these resrefs via op206 (op318 in case of ITMs) or not... 2) As kjeron pointed out here, Paralyze and Hold should be treated as two different effects (even though they share the same stat, icon, etc.). I mean, why having two separate opcodes then...? As a result, ~cd_immunity_hold_arrays~ and ~cd_immunity_hold_special_arrays~ should not also grant immunity to Paralyze (op109). Some concrete examples. Let us consider CLERIC_CHAOTIC_COMMANDS ("sppr508.spl"). IMHO, it should only block op175. In so doing, you're still vulnerable to Carrion Crawlers, Lich/Ghoul/Ghast touch attacks, and the like... Ditto for BERSERKER_RAGE and related spells/abilities/items... Probably only CLERIC_FREE_ACTION ("sppr403.spl") and related spells/abilities/items should block both op175 and op109... 3) ~cd_immunity_web_arrays~ should not block op109 (as you surely know, op157, unlike the other overlay opcodes (op154 – Entangle / 158 – Grease), naturally paralyzes the targeted creature(s)... WIZARD_WEB and the like should not apply a separate op109 effect). 4) As far as ~cd_immunity_sleep_arrays~ is concerned: well, this is a separate can of worms (and a very big one!). As you surely know, CLERIC_CHAOTIC_COMMANDS ("sppr508.spl") and related spells/abilities/items block both WIZARD_SLEEP (good) and CLERIC_EARTHQUAKE (bad/unintended)... So to sum up: you should never grant immunity to op39 blindly...
  13. @Mike1072 Unless I'm missing something, your solution does not work (in particular, it does not skip ", " inside ""s or ~~s)...?
  14. This is working as expected now, thanks. Yes, it's the latter... Correct, WeiDU doesn't support negating a specific sequence of symbols. In particular, as stated above by Mike, it does not support any kind of lookahead (lookbehind) construct, hence my issue...
  15. Sorry, but it's still not clear to me how I should use all of that ... OK, the only issue seems to be that it returns the intended substrings with a leading space character (so for instance " b" instead of "b"), except for the first one, which is returned as it is... Well, it's not a big deal, I can always remove it afterwards with a REPLACE_TEXTUALLY "^ " "" More precisely, I should remove all characters following the very first character in my separator string. So if my separator string is something like ", , off , , hgj. " (without quotes), I should REPLACE_TEXTUALLY "^ , off , , hgj. " "" So the question is: can your regexp be tweaked so as to account for that...?
  16. @Mike1072 OK, I think this is not fully clear to me, and I'd like to have your help... Case scenario: how would you find all instances (string positions) of a certain sequence of characters (for instance ", " without quotes – comma followed by a space character) without using lookahead constructs? Test string OUTER_TEXT_SPRINT "test_string" ~~~~~a, b, ~c~ STRING_EQUAL_CASE ~ , , , , jghg , , ,ty ty , ,6 6y , ," , u. , , ,,,, , , ~)~~~~~ To sum up: is it possible to write a function that given the string above and a certain sequence of characters (, ) returns a b ~c~ STRING_EQUAL_CASE ~ , , , , jghg , , ,ty ty , ,6 6y , ," , u. , , ,,,, , , ~) ? That is, it should return all substrings separated by ", " provided that ", " is not part of a string (that is, enclosed in ""s or ~~s).
  17. Yes, that'd be much appreciated. Also, the next version of Infinity Animations is supposed to add some NWN animations, so I guess that @Gwendolyne has something useful to say about this topic...
  18. @Ardanis So, to sum up: what would be the best alternative (performance-wise) between something like this and this
  19. Thanks for sharing, will have a look as soon as possible... So basically, you just edited "UI.MENU", no need to remake / adjust the various BAM/PVRZ/etc. files...?
  20. Yes, you can (provided that you are properly registered – guests cannot attach files if I recall correctly...)
  21. Mine too is 2048x1536 (9.7 inches). The upcoming version (v2.6) should add support for your Air (guess it's the 4th gen – 2360x1640, 10.9 inches...?), the 11-inch Pro (2388x1668) and the 12.9-inch Pro (2732x2048)...
  22. That's great! Yeah, I'm equally interested as well. Could you please tell us the aspect ratio of your iPad? Also, could you please share what you did exactly...? Maybe we can help @Pecca make the "tablet" version...
  23. Maybe define it as dimorphic, just in case you need it inside a patch...
  24. @CamDawg, @Galactygon @argent77 identified the issue as "glitched weapon overlay animations". The BGEE version seems to use incorrect center positions (the general orientation and position of the weapon overlay roughly matches the stance of the creature animation). Moreover, it looks like some BG2EE files might also be problematic (at least in theory), as they contain a great amount of still frames in addition to the regular animation frames in their respective animation cycles (e.g. "MLIZCSD.BAM"). It's not immediately noticeable though, since the engine should cut off display of these redundant frames. So as far as IWDification is concerned, you might want to overwrite the weapon overlay animations of all E000-type animations with the IWDEE ones (which appear to be fine...)
  25. OK, will state that it must be 0 on EE games, whereas it can be any character on TobEx games... And now that we're speaking of it, does the same hold for the other tables (i.e. RNDMAGIC.2DA, RNDSCROL.2DA, RNDWEP.2DA, and RNDEQUIP.2DA)? In particular: On EE games, the second to last character must be 0 (I suspect this is true...) On both the Enhanced Editions and the original games, you can actually use more than 9 rows (in particular 'A' to 'Z' characters).
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