Jump to content

Luke

Modders
  • Posts

    879
  • Joined

Everything posted by Luke

  1. Thanks for confirming (I was puzzled initially because you use multiple TargetBlock() statements instead of & – for instance, see lines 23 and 24 of "stratagems/mage/ssl/combatblocks/area_effect.ssl"). Separately, what can you tell me of ActionCondition()?
  2. Sorry if this is obvious, but I'd like to state it clear for posterity: string variables ~match~, ~match1~, ~match2~ and the like are treated as regexps. As a result, special characters must be quoted!
  3. @DavidW Could you please state if the above info is correct? If so, what's the purpose of *?
  4. Yes, correct, that's why it's not working for you. If you mod the desktop game, then you need to convert all PVRZ files with option #5... But as you said, that'll take ages to install, so your best bet is to mod the .ipa file...
  5. @subtledoctor OK, sorry, it's Worldmap (capital W) for me too (from the .ipa file...) Generally speaking: Mod the .ipa file. If you need to troubleshoot things and the like, mod also your desktop copy (yes, that's extra work, but I think it's better to mod the .ipa file if you want to play the iOS version of the game... You never know...) Make sure you select option #7 (PVRTC 4bpp: Override files only (iOS recommended)) when running 'a7-TextureConverter'. After that, everything should be fine... Last time I checked I didn't have those black boxes... Try using the "store/no compression" setting for this particular folder... Try putting exported files into a new "override" folder and transfer it to your iPad (it should merge with the existing one...) Last but not least: I'm fiddling around with the DLC Builder (it got an update and now works on the desktop version of BG:EE) but it's not working for me (once again, it could be related to the compression method...). As soon as you find a chunk of spare time, please give it a try...
  6. OK, I see now. Anyway, I'm glad I found a nice way to implement the console on mobile devices in case it's needed... Also, if you have a Bluetooth mouse + iPadOS 13.4, try playing the game with it ...
  7. I've never seen that series of films, so I'm not sure what you meant ... Anyway, the Console tweak works fine, there's basically no risk (I think) of summoning it unintentionally...
  8. For future playthroughs, you might want to add this little tweak (Clua Console) to your list...
  9. CLERIC_CAUSE_DISEASE is incorrectly flagged as 'ABJURER' (offset 0x25 – Primary type) and 'Abjuration' (offset 0x22 – Casting animation). Should be either 'NECROMANCER / Necromancy' or 'TRANSMUTER / Alteration' (like CLERIC_MOLD_TOUCH...)
  10. You forgot to transfer the worldmap folder over to the iPad. Follow standard procedure: worldmap => worldmap.zip => worldmap.bg2data The same holds for the music folder in case some of those mods add new soundtracks...
  11. Thank you very much for sharing! I decided to remove the fake weapon and give them this effect. I also replaced your 'no filter' check with an INT check. In particular: Shadow Monsters: if the attacker has 'INT >= 16', then it will automatically disbelieve. Otherwise ('INT < 16'), it will disbelieve only upon a successful Save vs. Spell. Demi-Shadow Monsters: if the attacker has 'INT >= 17', then it will automatically disbelieve. Otherwise ('INT < 17'), it will disbelieve only upon a successful Save vs. Spell at -2. Shades: if the attacker has 'INT >= 18', then it will automatically disbelieve. Otherwise ('INT < 18'), it will disbelieve only upon a successful Save vs. Spell at -4. To sum up, these creatures will deal full damage unless the attacker realizes (via making a Save vs. Spell) it's hitting an illusionary creature. Let me know if you need more details about how to implement this mechanic (it's a little bit different from yours...)
  12. Nope, op#206 can block SPL and EFF files only (at least in EEs...). More info here. That means you must apply op#318 to the shapeshift 'token'. Alternatively, you could apply another 'Disable Button' opcode (#144) to the shapeshift 'token' and block the access to the Inventory Screen (param#2 = 15, EE only).
  13. @subtledoctor So, this is not strictly related to this, but I'd like to inform you that now the DLC Builder works for EE games patched to v2.5 (it just doesn't work on BG2:EE due to a bug / oversight). This is great news because I think it'll (vastly...?) improve the entire importation process. But there's a problem: I tried importing mod files using this method and it didn't work (BG:EE without SoD). I told you this so that you can play around with it and see if it works for you (granted it IS supposed to work of course...)
  14. What about Magic Resistance and Primary / Secondary Type? Is there a general template?
  15. A quick note for the 2-3 people who use SSL: unlike TRIGGERs, you cannot combine multiple TARGETs inside a single "TargetBlock()" using the character "|". You need to use either "*" (only the first argument in "TargetBlock()" will be considered) or "&" (all the arguments in "TargetBlock()" will be considered). For instance: TargetBlock(PCMages*PCsInOrderShort) // "PCsInOrderShort" will be discarded TargetBlock(PCMages&PCsInOrderShort) // First "PCMages", then "PCsInOrderShort"
  16. Device specs? I've noticed no slowdowns so far (Apple A9X chip...) Are you talking about 'See()' triggers?
  17. What are the most demanding script triggers for the CPU? Generally speaking, which is the maximum number of script triggers a script block should have? You know, when casting a spell which is not party-friendly, you might easily have more than 40 script triggers...
  18. @CamDawg The component Exotic Item Pack is not really compatible with EE games. In particular, item descriptions include the "Not Usable By" section (see "CDKAT2.itm") and are generally quite different from EE standard descriptions. Let's consider again "CDKAT2.itm" as an example. Current description: You see? No blank lines, "1D10" instead of "1d10", "Type: 1-handed" instead of "Type: One-handed", etc... That's probably how it should look like:
  19. @DavidW I'm not sure what's wrong, but it seems that INSERT_SCRIPT_BLOCK doesn't work with BAF files generated by SSL_TO_BAF... I apologize, it's my fault. My "match" string contains "." characters and I forgot to quote them...
  20. Yeah, it even has multiple opcode #233 giving it some weapon proficiency points (as if it were a real Fighter...). Unfortunately, it's not the only one (that's partly why I started modding summoned creatures...)
  21. Does the first bullet point hold for 'SelectWeaponAbility()', 'EquipMostDamagingMelee()', EquipRanged()' and 'XEquipItem()'? Do point#2 and point#3 hold for 'XEquipItem()'? Does this part "avatar animations are updated to reflect the new item." hold for 'SelectWeaponAbility()', 'EquipMostDamagingMelee()', EquipRanged()' and 'XEquipItem()'? The last point basically implies that 'HasItemEquipedReal()' will return FALSE. Is that correct?
  22. Yeah, the same holds for the elemental resistances of Andris and Davaeorn. But as far as monsters are concerned, there's no such thing. For instance, IWD:EE shadowed ogres have 9 Strength and deal 1d10 (Slashing ) damage via "S1-10M2.itm" (they're flagged as SPECTRAL_UNDEAD, but I don't think this should imply dealing less damage than a standard ogre...)
  23. @Jarno Mikkola Could you provide a concrete example? As far as I know, there's no such thing...
  24. I fear most monsters in IWD:EE have 9 in all stats (which of course doesn't make sense... Elder Umber Hulks with 9 Strength??)
×
×
  • Create New...