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Luke

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Everything posted by Luke

  1. Yeah, this is the main issue... Anyway, the existing documentation is *probably* enough to get started and I'd like to try... In case I need to report bugs and the like, should I do that via PMs or by starting a new thread in SCS subforum?
  2. Indeed! So, do you recommend it in the end? I must admit I'm very interested into trying it out... I just need to slightly tweak "install_sfo.tpa" in order to adjust it to my needs, right?
  3. Yeah, this is somewhat similar to whether items that cause elemental damage (Arrows of Fire, Bolts of Lightning and the like) should bypass Magic Resistance or not...
  4. Another feature: DEFAULT TRIGGER(Infinity Engine trigger list) The triggers defined in this way will be inserted as the first triggers in every subsequent IF TRIGGER ... THEN DO ... END block. Example: Will compile into:
  5. This (and because it seems to be part of that item's lore – ... It burns a victim with magical fire,... ). Yeah, this is true... To list some exceptions: some demons ain't 100% immune to Magical Fire damage...
  6. It's not the same, they're separate entries in DMGTYPE.IDS... What do you mean exactly? I don't think you can add new entries to DMGTYPE.IDS... I don't think it'll create critical incompatibilities (if any!)... For instance, you could hit 100+ Fire Resistance creatures without healing them... Anyway, it's just an idea...
  7. On EE games, you should consider using damage types MAGICCOLD and MAGICFIRE (when applying opcode #12). For instance, The Burning Earth +1 ("SW1H24.ITM") should probably deal MAGICFIRE damage instead of standard FIRE damage (... It burns a victim with magical fire,...)
  8. OK, sorry, I don't own them so I cannot play / mod them ...
  9. You don't need to. As I've already told you, what about using the existing entry "ENTROPY_SHIELD – 30" (at least on EE games)? You might want to use op#282 just on classic games since they're not compatible with op#328... What if I just install "Smarter General AI"? Guess PRIORITY_DISPEL and the like aren't used at all in this case...? What if I just install "Initialize AI"? I know, it doesn't make any sense and shouldn't happen, but still, it's a possibility, so...
  10. I've got some questions about entropy_shield_abjuration.tpa. Why do you flag it as "Wizard Spell Immunity" (via op#282 – line 29) and "SPELL_IMMUNITY_ABJURATION" (via op#328 – line 37)? I mean, it doesn't protect you against all Abjuration spells, so I can't understand... Also, you might want to avoid adding unnecessary entries to "SPLSTATE.IDS" (f.i., use existing "SI_ABJURATION – 56" instead of adding "SPELL_IMMUNITY_ABJURATION"...). To sum up: you should flag it as "ENTROPY_SHIELD – 30" and that's it. Why do you flag it as "PRIORITY_DISPEL" here (line 37)? I mean, shouldn't that be done when "Smarter Mages", "Smarter Priests" and the like are installed? Guess the same holds for "detectable items"...
  11. Correct. I asked Pecca about this and he replied that this mod is specifically made for 16:9 resolution, that is natural for phones. He's not currently interested into making it compatible with tablets (maybe he'll change his mind if there's enough demand...? Who knows...)
  12. Keep in mind that the argument(s) of "TargetBlock()" must be defined in an SLB file. If you just need to target one particular object (e.g. 'NearestEnemyOf(Myself)'), then simply write "Target(NearestEnemyOf(Myself))".
  13. You can't use scstarget (see "CheckStatGT(scstarget,5,LEVEL)") without specifying a Target()/TargetBlock()... Replace "See(NearestEnemyOf(Myself))" with "Target(NearestEnemyOf(Myself))".
  14. Yep, correct. The culprit is EquipMostDamagingMelee() in SCS scripts. That script action makes those illusionary creatures equip their "real" weapon even if the player ignores them / doesn't attack them (they're scripted to switch to the "real" weapon only if attacked – see "ILLUSION.BCS" for further details...)
  15. Actually, that mod component adds a secondary function to the Return to game button instead of adding a new button. More info here (you know, better not to take up precious gaming screen realestate...)
  16. Try installing the Console via EEUITweaks. It makes a small edit to "UI.MENU" and should play fine with your existing mods...
  17. At least on EE games, you can use opcode #342 to override the personal_space attribute defined in the creature's INI file. However, that might screw up all those SPL/ITM/EFF files that make use of the so called "large creature" property (i.e., pseudo stat 0x102 – Circle size)... It's too risky...
  18. @DavidW Sorry for all this mess, but just to make it clear: I was talking about this. That's why I came up with "why would you use a unique identifier for two different entries (i.e., both the level 5 variant and the level 6 one)?"
  19. OK, I managed to find the original post by Kjeron. Everything you need to know is here.
  20. I see. As I said above, if the "claw" weapon is flagged as "Left-handed", then shield bonuses, off-hand weapon bonuses and extra attack with off-hand weapon are disabled...
  21. If you were referring to the fact that equipped bonuses disappear when shapeshifting from a form to another one, then no, the bug is still there (for modders: I'm talking about multiple uses of opcode #135, param#2 = 0). You can reliably reproduce this issue with Edwin... In order to avoid this issue, you need to return to your original/natural form before using another polymorph/shapeshift ability...
  22. @subtledoctor So: Two-handed: Forces Two-Handed Weapon style, disables off-hand attacks and equipped effects of the off-hand (weapon or shield). Left-handed: Disables off-hand attacks, equipped effects of the off-hand (weapon or shield) and Two-Weapon style (inventory still displays Two-Weapon style modifiers, but they are not included in the calculations). Forbid off-hand weapon: It does not disable equipped effects of the off-hand (weapon or shield). In particular: For normal weapons, it only disables Two-Weapon style. For magically created weapons, it disables off-hand attacks and Two-Weapon style. I'd use BIT7 – Left-handed for polymorph/shapeshift weapons...
  23. It seems it doesn't always work...? The following SSL block generates the following BAF line (which of course is not valid syntax): Is it because you can't combine 'ActionCondition()' with 'Combine()'...?
  24. CRE animation field should be 4 bytes long. You might want to replace this SHORT with LONG. More info here.
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