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Luke

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Everything posted by Luke

  1. What if Wand of Frost had a 5% chance of freezing the target to death (opcode #13, param2 = BIT5, subjected to MR) upon a failed Save vs. Wand at -2?
  2. That's a pity..... What about making param2 a sort of item category filter? E.g., if I set param2 = 20, then opcode #248 is restricted to Large Swords only...... That would be great......
  3. Girdle of Trollish Fortitude (BELT06): opcode #146 references a non-existent resource (i.e., BELT09.spl)
  4. @kjeron Do you know if weapon category 28 (offset 0x001c, Hand-to-hand weapon) is supposed to ignore a character's weapon proficiencies (including weapon style proficiencies)?
  5. @@CamDawg Could you update all the links in your first post? Thanks in advance
  6. @subtledoctor Thanks! Guess I also need to set type to 1 (offset 0x90 in the EFF) and provide a parent resource (offset 0x94 in the EFF), right?
  7. Is there a way to set a certain .ITM so that, when equipped, it ignores pips in Single/Two-Handed weapon styles? Unfortunately, I cannot use opcode #233 because it cannot set those proficiencies to 0 if the current CRE has already spent some pips in them......
  8. I guess ActionOverride() is not needed..... Why don't you put just ApplySpellRES("d5cx###",LastSummonerOf(Myself)) ?
  9. All the changes made by this opcode are permanent. The only exception seems to be param2 = 3 (i.e., change CLASS) -----> this means it works with timing mode 2 (Instant/while equipped): you can change your CLASS via equipping a certain item.... and when you unequip it or get killed, your CLASS is restored to its original value. @Avenger, @Galactygon, @CamDawg Is this intended? If so, why do GENERAL, RACE, EA and the remaining ones act as permanent?
  10. Guess it depends on what you wanna achieve. Continue() means your script is not forced to restart every time a block is executed...... This is probably fine for your application......
  11. Is this fixed now (RC #9)? You wrote nothing about this in the latest changelog..........
  12. I don't think you can use APPEND with .baf files..... You should use EXTEND_BOTTOM/TOP.........
  13. Separately, is it intended that the information about the object LastSummonerOf() is lost every time you save and reload a game? Suppose a CRE has a script like this: IF StateCheck(LastSummonerOf(Myself),STATE_REALLY_DEAD) THEN RESPONSE #100 Kill(Myself) END If I'm not mistaken, the Kill() action doesn't get executed if I save the game, reload and kill its last summoner......
  14. Good to know, thanks! What about STATE_HARMLESS instead?
  15. Yep, you're right, I'll remove it..... As far as REMOVE_STORE_PURCHASE is concerned, I managed to find the interim documentation. As you can see, @argent77 defined several functions for adding or removing STO structures....
  16. I'd like to add the following (patch) functions about .STO files (WeiDU v245 or later required!): ADD_STORE_ITEM_EX: Adds an item to the store. ADD_STORE_DRINK: Adds a drink to the store. ADD_STORE_CURE: Adds a cure to the store. ADD_STORE_PURCHASE: Adds an item category to the store. REMOVE_STORE_ITEM_EX: Removes an item from the store. REMOVE_STORE_DRINK: Removes a drink from the store. REMOVE_STORE_CURE: Removes a cure from the store. REMOVE_STORE_PURCHASE: Removes an item category from the store.
  17. When does the state CD_STATE_NOTVALID return true?
  18. Luke

    Math stuff

    From the fact that I didn't state the definition of a limit but just a property..... Sorry if I misunderstood your words...... Anyway, it seems both you and @DavidW know a lot about math, I may ask you clarifications about some theorems (maybe ....)
  19. Luke

    Math stuff

    @grodrigues Are you talking about the fact that properties should not be used to give definitions?
  20. Luke

    Math stuff

    Why? As far as I know (Mathematical Analysis I course, engineering curriculum), a limit is the value that a function or sequence approaches as the index approaches some value. So, how can it be exactly zero? (I'm assuming you too have a background similar to mine and/or a degree/PhD in Mathematics, which is very likely...)
  21. @Bartimaeus Are you aware of this? it's not the end of the world, but I think it's worth pointing out...... TL,DR: "Pretty much any item or spell in the game that has a percentage-based chance to do something--e.g. the Club of Detonation +3 doing bonus fire damage on 20% of hits, or the probabilities to summon multiple monsters from summon spells--is marginally wrong. The internal effects are all coded based on percentages from 1-100, but the game engine actually rolls a 0-99. This results in the aforementioned Club of Detonation doing extra fire damage on 21% of its hits instead of 20%."
  22. @DavidW is right, mathematically speaking makes sense ---> https://math.stackexchange.com/questions/882784/does-0-chance-mean-impossible/882787 ----- '1/infinite' tends to zero but it's not zero (in case you're familiar with the idea of a limit in mathematics.....) Are you also aware of the Iron Crisis (probability1 = 1) and Charm immunity of Half-Elves/Elves (probability1 = 30/90)?
  23. Well, there's a workaround ---> https://forums.beamdog.com/discussion/73108/mod-cluaconsole-cheats-without-keyboard-any-device Having said that, I cannot understand why the console (a quite important tool!) is not (yet?) available for mobile devices ...... Other mobile games (e.g., Rome Total War) have it and it works great........
  24. Do you recommend a particular LICENSE (if any)?
  25. According to the ReadMe: These are the changes made to the spell system by the "Initialise AI" component of SCS. They can be fine-tuned via the .ini file (see under customisation) but the AI will assume all are installed and you may get odd results if you disable any of them. As far as item changes are concerned, I think you can safely disable them if you so desire.......
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