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Luke

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Everything posted by Luke

  1. Moreover, there may be issues with signed integers (i.e., all those values for which BIT31 - 0x80000000 is set to 1). For instance: LPF ALTER_EFFECT INT_VAR match_opcode = 324 // Immunity from spell and message parameter1 = 0x80110FEF // the function won't write this value... parameter2 = 138 // STATE bit_eq specified value END
  2. You could set probability2 to 1 and probability1 to 15, maybe it's clearer....
  3. Yes, it makes sense.... The problem is that we don't have a script trigger equivalent to opcode #225 (Reveal magic), so it may be difficult to tell enemies not to waste Remove Magic and similar spells......
  4. Right, I completely forgot about those....... If that's the case, then yes, they cannot be UNDEAD.... A new ITM is needed collecting some special immunities like Poison, Kill Target, Slay, Petrification, Hold creature, Paralyze, Charm creature and so forth.....
  5. Right. Well, you can easily add the following CRE effect => opcode #297 (Immunity to Turn Undead) About Detect Illusion: since their SEX is set to ILLUSIONARY, they will be immediately destroyed by a sufficiently skilled thief (the same holds if True Sight is cast, and this makes sense...)
  6. @subtledoctor, @bob_veng What you suggest is indeed very appropriate. So, what about this? As soon as they're summoned, they're flagged as UNDEAD (and thus they receive RING95.itm, SEX set to ILLUSIONARY, RACE set to SHADOW/SPECTRAL_UNDEAD) => I mean, if you don't realize you're fighting against an illusion, then I think it makes sense for them to have the same immunities of Undead...... Then, in order to realize this I was thinking of adding an OVERRIDE script, something like this one (I use IWDification, so the names of the various resources refer to that mod....) As you probably know, there are 3 different level of Translucency (i.e., CDITRN20.itm, CDITRN40.itm and CDITRN60.itm) => the first one for Shadow Monsters, the second one for Demi-Shadow Monsters and the last one for Shades. So: CDITRN20 could grant the blur overlay (opcode #65) + a boost of 2 to AC CDITRN40 could grant the blur overlay (opcode #65) + a boost of 4 to AC CDITRN60 could grant the blur overlay (opcode #65) + a boost of 4 to AC + immunity to Non-magical weapons
  7. I see. So this means that I can tweak them without worrying about breaking your AI, doesn't it? Does the same hold for all summoning spells (i.e., you never use them)? Unfortunately, I don't have an SCS install to check myself.....
  8. I think that shadows summoned by WIZARD_SHADES, WIZARD_DEMI_SHADOW_MONSTERS and WIZARD_SHADOW_MONSTERS need some boost. I mean, they currently have only the appearance of a shadow (via opcode #66 and #51), but not any other useful feature (combat-wise) => As a result, they're pretty weak. So, IMHO: They should be flagged as UNDEAD (RACE set either to SHADOW or SPECTRAL_UNDEAD, SEX set to ILLUSIONARY) => Consequently, they should receive RING95.itm. They should either receive a sort of WIZARD_BLUR (maybe +4 AC instead of +3 and no boost to saving throws) or a permanent Invisibility effect (this is probably too much since you won't be able to target them with spells.....) They should be immune to normal weapons.
  9. Yep, you're right, it works fine on EE........
  10. @DavidW Antimagic attacks penetrate improved invisibility Maybe you're already aware of this, but I fear this tweak only works for ToBEx games => according to NearInfinity, BIT24 (Can target invisible) is labeled as "Ex" (instead of "EE/Ex"), so it's probably not functional on EE games ...
  11. Yes, sure, this is what I intended to say in the end, sorry if it came off as offensive..... Am I right also about ITEM_POISON (i.e., you can use STAT #74 instead of adding a new spell state)?
  12. I simply said that you can check a creature's Poison Resistance with CheckStat[LT|GT]([object],value,RESISTPOISON) There's no need to use spell states... Am I missing something? Edit: oh, maybe it's always related to "the caster will fail to notice the protective item, but subsequently it is noticed"... So you don't want to use that trigger right from the start, enemies first need to SEE that there's an item granting protection from poison....
  13. Sorry, I don't consider this low-priority. Enemies may fail to notice your protective item simply because you made a Save vs. Spell. On the other hand, it's not game breaking either.... As far as duration is concerned, I cannot understand where that 144 comes from... I should have a closer look at your scripts... A quick look suggests that enemy mages might cast Domination on a protective creature but then won't waste a Dire Charm on the same creature for the next 144 seconds... Is it correct?
  14. Just to remind you that you still need to fix this (RC #10...). Also leave parameter1 at 0 (zero), it's irrelevant (unused) for opcode #328... Is duration (currently set to 144) correct? I can't comment on this because it's related to your revised combat scripts..... Moreover, are the spell states ITEM_POISON and ITEM_POISON_SEEN necessary? I mean, there's already a STAT for that (i.e., #74 - RESISTPOISON.....)
  15. If you're curious and interested in knowing more about this, I can suggest you a textbook about Formal Languages and Compilers (Regular Expressions/Languages are the first family of formal languages). This is a textbook targeted to graduate (i.e., Master of Science) students in Computer Science and Engineering, so you may find it difficult to understand (in case you already have a solid background about the so called Theoretical Computer Science, then you should be ready to go....)
  16. Yes, you can. Just tested the following setup (opcode = 98, target = 1, param1 = "-1", param2 = 2, timing = 2). The problem is that the issue is not solved (i.e., the character portrait turns grey but you can still issue your orders as nothing happened....) Guess some alternative penalty/malus is needed.......
  17. [The Vampire's Revenge +3, SW1H19.itm] I suggest replacing that -1 HP every 2 rounds (SW1H19.eff) with something else (1 magic damage every 2 rounds?) It seems that when the wielder reaches 0 hit points, he/she is not killed (the character portrait greys out, the Inventory Screen is no longer accessible but you can continue moving as nothing happened.....)
  18. Good to know (tested on v2.5). So now opcodes #272 can safely stack with each other, right? Moreover, can you confirm that param2 = 0 (Once per second) is non-functional? If you want to achieve 'Once per second', you need to set param1 to 1 and param2 to 3 ('Once per param1 seconds'.....)
  19. The IESDP states that "If two or more effects of this type affect a creature, only the shortest duration effect will occur." Well, this doesn't seem to be true.... Just tested via equipping 'Commander Chain Mail +3' (BDCHAN04.itm, op#272 set to fire once per round) and a modified 'long sword' (SW1H04.itm, op#272 set to fire once per 2 rounds) Summoning @kjeron as always for confirmation......
  20. Luke

    Math stuff

    @DavidW, @grodrigues Do you perhaps know how to make this "box" in LaTex when the document class is article? EDIT: OK, don't worry, I found them...... I was looking for something like this: \begin{tcolorbox}[colback=blue!5!white,colframe=blue!75!black,title=My title] My box with my title. \end{tcolorbox}
  21. UNDEAD, GOLEM (Clay/Iron/Stone, not Flesh), SLIME, DRAGON, DEMONIC and so forth should be immune to backstab/sneak attack (opcode #292).....
  22. @kjeron So, the problem was related to opcode #206 (target = self, resource = ~SPELL_A~) which I added in order to prevent multiple castings of Spell A..... And this leaves me confused since opcode #232 has target = 2 (Preset) which is not Self.... It seems to trigger every time you see something like "Abdel: Attack Roll 11 - 1 = 10: Miss" in the combat log.....
  23. Opcode #12 never lands to my attackers......
  24. @kjeron I need some help with opcode #232. I need to apply opcode #12 every time someone attacks me and is within range = 2. So: Spell A: melee header: target = 5 (Caster), projectile = 1 (None) opcode #232: target = 2 (Preset), parameter1 = 3 (Nearest Not Self), parameter2 = 7 (When attacked), resource = ~Spell B~, duration = 60 (or whatever...) Spell B: melee header: target = 1 (Living Actor), projectile = 1 (None), range = 2 opcode #12: target = 2 (Preset), timing = 1, parameter1 = 1 (or whatever...) Is that correct? I don't think so because it's not working....
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