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Luke

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Everything posted by Luke

  1. At least on EE games, consider the idea of penalizing drow when they're outside during the day. Something like IWD2, i.e.: -2 to THAC0, saving throws and damage. Code template in the spoiler tag below if you're interested:
  2. But why would you use a unique identifier for two different entries? IWD:EE is currently using a unique identifier too and this is kinda weird...... I mean, an identifier is supposed to be unique..... What am I missing?
  3. In any case, @CamDawg consider the idea of using a different identifier (e.g., WIZARD_CONJURE_*ELEMENTAL_IWD...)
  4. Yes, you're right, I forgot about the lesser version.....
  5. The ReadMe states that "The fifth (should be sixth...) level series of elemental summoning spells, Conjure Lesser Air/Earth/Fire Elemental, have been replaced by their IWD counterparts. The most notable difference is that these spells now last longer and there's no longer any 'mental combat' or chance of losing control." Well, this is not true for EE games => both versions are present. You probably forgot to APPEND the bg series of spells to HIDESPL.2da......
  6. This issue is not present in BG2EE...... Just to clarify, this is not restricted to the 'halberd' animation: the same holds for the 'staff' animation and the 'club' animation.... This is getting weirder and weirder.....
  7. At least in BG2EE: WIZARD_FIRE_SHIELD_BLUE and WIZARD_FIRE_SHIELD_RED protect (via opcode #206) against non-existing resources (namely 'SPPR319A', 'SPPR517A', 'SPPR717A') There are still some scripts that make use of 'LastTargetedBy()' (e.g., 'DW2RS2GE', 'DW2MS2GE')
  8. What do you mean exactly? As you probably know, no BGEE creature makes use of this animation......
  9. I told you, everything seems to be there => from MLIZCA.bam to MLIZCWKE.bam; from MLIZHA1.bam to MLIZHWKE.bam; from MLIZQA1.bam to MLIZQWKE.bam. It's very weird.... Could you try it yourself and then let me know what's wrong? Thanks!
  10. @Gwendolyne Well, this issue is not present in IWDEE and my BGEE override folder contains the same 85 MLIZ*bam files that are in IWDEE (unless I'm missing something....) So, what are exactly the files that are missing?
  11. Just to be sure everything is really fixed.... Even after setting 'equipped appearance' to, say, "HB" (Halberd), I keep getting this..... Do you know what's wrong?
  12. I had a look at IWDEE and it seems to be a link between creature animation, item category (offset 0x1c), equipped appearance (offset 0x22) and weapon proficiency (offset 0x31). Let's consider NALIZMAN.itm as an example => If you set item category to 20 (Large swords), equipped appearance to "HB" and weapon proficiency to 99 (Halberd), then the weapon is visible (even though for some frames appears to be misaligned with respect to the hands....)
  13. OK, fine. Everything else is working as intended, so thank you for sharing these functions, they're very useful.
  14. All Lizard men (i.e., "CDIS2LZ7", "CDIS2LZ6", "CDIS2LZ5", "CDIS1LZ4" and "CDIS1LZ3") lack their weapon (I'm talking about the in-game sprites. According to their CRE files, the weapon itself is in the appropriate quick slot and selected, so there's probably a problem with their BAM files).
  15. Yeah, I obtain the same result with a simple COMPILE..... And it decompiles into two SpellCastOnMe([ANYONE],0)... Anyway, are those two triggers really equivalent? I mean, I expect the non-RES version to trigger only with spells listed in SPELL.ids... Am I right?
  16. But that is the empty string, thus a valid string.... @DavidW Could you fix this issue?
  17. Do you know why INSERT_SCRIPT_BLOCK fails to correctly insert the following script block? Your function inserts it as
  18. @kjeron Is there any noticeable difference between 'HitBy([ANYONE])' and 'TookDamage()' ?
  19. @DavidW Are you aware of the fact that LastTargetedBy() is broken? Let's consider DW#RANGE.bcs as an example: the following script block is probably useless:
  20. Try downloading this version => https://github.com/Gibberlings3/Divine_Remix/releases
  21. @kjeron If the external EFF were opcode #171, do you think it (and all its related bonuses if used) will be removed upon switching to another item category? As far as detecting regular launchers is concerned, I was thinking of using item type "Arrows, Bullets, Bolts". Would this be a valid workaround?
  22. @Avenger Nothing at 14? Yes, there's Find Traps.
  23. What about a custom value for "Remove Summoning Cap (Celestials/ordinary summons)"?
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