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Luke

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Everything posted by Luke

  1. You should probably put it into a separate component... After a quick test, everything seems to be fine (please double check...). Moreover, the code is easily modifiable in case you want to take into account other rechargeable items (e.g., Sandthief's Ring)...
  2. No, I don't. I also added ARE (Containers) and STO files. To sum up: if a wand has 2 abilities (e.g., Wand of Spell Striking), then my code will make sure that both 'charge' values are not greater than 5 If a wand only has 1 ability (or 2 abilities and one of them has 0 charges), then my code will make sure that 'charge' value is not greater than 10. Does it meet your specifications?
  3. No, I don't. I mean, it's a reasonable thing to do given the nature of these creatures (i.e., they're not conjured matter) and how Remove Magic/True Sight/Detect Illusion work...
  4. Yeah, you're right, but it's not always bad: I mean, non-intelligent creatures (e.g.,Carrion Crawlers) or Fighters/Paladins/Barbarians/etc should not be able to recognize an Illusion... Only super-intelligent creatures (e.g., Balors) should ignore them...
  5. I'm working on a mod that aims at revamping all Monster Summoning spells (mainly the AI) and this is how I tweaked those series of spells: I set their GENDER to ILLUSIONARY => On one hand, they're not automatically killed by Death Spell and are not subjected to the Summoning Cap (i.e., you can summon an 'unlimited' number of them, which hopefully makes sense since they're not conjured matter). On the other hand, they're instantly killed by Remove Magic, True Sight/Seeing, Thief's Detect Illusion mode and the like (which also makes sense...) I gave them two weapons: a real weapon and a 'fake' one (which deals non-lethal damage). After that, I added the following script to their CRE file (along with their main combat script): So basically, as soon as they're attacked by any means, they'll switch to the real weapon and deal real damage (instead of non-lethal damage...). This is how the game treats illusionary monsters in the BG2 Circus Tent... As far as their HP are concerned, I decided not to give them the same amount a real monster will get. In particular: those summoned by the level 4th variant (Shadow Monsters) have 2/5 HP of the real ones (for instance, a level 3 Lizard Man will have 2/5 of 3d8+1, that is: 10 – yeah, that's pathetic, but you can summon an unlimited number of them... those summoned by the level 5th variant (Demi-Shadow Monsters) have 3/5 HP of the real ones. those summoned by the level 6th variant (Shades) have 4/5 HP of the real ones. Finally, all arcane classes can summon 3 (fixed quantity, instead of using 'Caster Level') illusionary monsters chosen randomly from a 2DA (this is achieved via opcode #331). Illusionists instead can summon '3 + 1d2' illusionary monsters (this is achieved via opcode #177 + another opcode #331).
  6. Unless I'm missing something, it definitely works both with 'Timing Mode' 0 (e.g., have a look at "SPWI594.SPL" – Spell Immunity: Illusion) and 'Timing Mode' 2 (this is how DavidW flags items that grant certain immunities – I've already told you about this in another thread...)
  7. Yes, you're right about SPPR and SPWI, those are the most important slots because they're also available to the player and the like. I was simply saying that there's no "harm" in adding something to either SPIN or SPCL (if someone wants to), there's plenty of room...
  8. Right. But as far as Innate and Class abilities are concerned, the situation is way better (also because 'level' is irrelevant). An unmodded BG:EE install uses: 367 SPIN slots (out of 1,000) 41 SPCL slots (out of 1,000) An unmodded BG2:EE install uses: 482 SPIN slots (out of 1,000) 69 SPCL slots (out of 1,000) An unmodded IWD:EE install uses: 120 SPIN slots (out of 1,000) 87 SPCL slots (out of 1,000)
  9. Minor nitpick: it's bit 0 (2^0 = 1) plus bit 2 (2^2 = 4)... Anyway, the best way to flag a certain ITM / SPL is that of using spellstates, opcode #328 and the CheckSpellState() trigger. Alternatively, you could use an unused STAT, opcode #233 and the CheckStat() trigger, but that's not ideal because you have to be sure that the STAT you choose is really unused, or opcode #233 will fail when setting the desired value. For instance, think of Fighter-Mages and Black Blade of Disaster: if you already have some proficiency points in Long Sword, then the spell will not grant you GM in Long Sword. To tell the truth, this issue can be fixed via putting opcode #233 in the main spell (timing mode = 0 or 10) instead of attaching it to the "sword" item (timing mode = 2). But unfortunately, this is not the case for "real" (not magically created / not temporary) items that grant a particular immunity when they're equipped: in this case you need to use opcode #233 with timing mode 2 and that might be a problem if the STAT you chose is already used... So, to sum up: if you use opcode #328 with your personal (unique!) identifier and the CheckSpellState() trigger, then you're 100% sure everything is fine... As matter of fact, SCS does exactly that (as a result, it adds a certain amount of entries to SPLSTATE.IDS...) Unless I'm missing something, the hard limit for EA, RACE, GENERAL, GENDER, SPECIFIC, CLASS and SPLSTATE is 256 (from 0 to 255...) And finally, you might want to mention SPELL.IDS: this is another limited resource (even though I think it's rarely used. As far as I know, the only mods that add a certain amount of entries to this file are IWDification and Spell Revisions...)
  10. Yeah, I do hope the incoming update will drastically increase the maximum number of Spellstates: they're invaluable for any Quest / AI mod. Alternatively, we need an 'ImmuneToOpcode()' script trigger...
  11. Not really... If you read the first post of the thread you posted, you'll find out there's a free (and legal!) software that lets you download .ipa files...
  12. There's an opcode for that (#72). Anyway, as you've already pointed out, it is too risky (last but not least: it doesn't support timing mode 2 – "While equipped"...)
  13. To tell the truth, the first point install mods on the desktop game is somewhat misleading: it might imply that you need to purchase the game twice (iOS + desktop). That's not necessary. But again, everything you need to know is on that link...
  14. @Mike1072 For each spell that lets you polymorph into some creature (e.g., WIZARD_SHAPECHANGE and the like), you might want to disable the following buttons (via opcode #144): Stealth, Thieving, Turn undead, Bard song and Find traps. Guess it makes sense...?
  15. @Bartimaeus For each item that lets you polymorph into some creature (e.g., DVRAT, DVWERE and the like), you might want to disable the following buttons (via opcode #144): Stealth, Thieving, Turn undead, Bard song and Find traps. Guess it makes sense...?
  16. Here's the guide you were looking for...
  17. Unfortunately, the latest models (i.e., 12.9-inch iPad Pro and 11-inch iPad Pro) are not supported (as far as Screen Resolution / Aspect Ratio is concerned). This means the games do not scale correctly to fully fill the screen. You know, it might take away from the experience...
  18. Do you perhaps have a function to add something to a certain section of UI.MENU (e.g., adding a button to LEFT_SIDEBAR_BOTTOM...)
  19. Precisely! As a matter of fact, you can request multiple levels of evaluation. Example: OUTER_TEXT_SPRINT test1 ~test0~ OUTER_TEXT_SPRINT test2 ~test1~ OUTER_TEXT_SPRINT test3 ~test2~ OUTER_TEXT_SPRINT test4 ~test3~ OUTER_TEXT_SPRINT test5 EVAL EVAL EVAL ~%%%%test4%%%%~ PRINT ~%test5%~
  20. COPY_EXISTING "AR0011.are" "override" // This name is just a placeholder, put the area you're actually interested in... WRITE_SHORT 0x48 (THIS BOR BIT7) // This command will flag the area as "Can rest indoors" without editing existing flags (if any...) BUT_ONLY
  21. Moreover, you might want to look at these functions...
  22. I'm wondering what's the purpose of that flag... I mean, those ITMs are coded to cast a SPL that turns them into broken weapons, so how does that flag work? Calling @kjeron too...
  23. A quick note for the 2-3 people (other than @DavidW and @Wisp) who use SSL: the source-code editor Visual Studio Code has an extension that supports SSL and SLB file formats (as far as Syntax Highlighting is concerned).
  24. If I recall correctly, @CamDawg forgot to update the version string to "beta 5", so the two files should be identical....
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