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Luke

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Everything posted by Luke

  1. According to your ReadMe, there's also the possibility to use any spell state (not just 252 - Evasion) and any Save (not just Save vs. Breath)........ That's why I said it's something to keep in mind when designing new kit passive abilities (oh, we can also give Evasion to Rangers .......)
  2. As far as Evasion is concerned, I prefer the IWDEE variant.... Having said that, I think your variant can be used to make some cool passive abilities for custom kits (since it's compatible with any saving throw.....) If I understood correctly, @DavidW said that it's safe to install SCS divine/priest spells (i.e., the first two components of SCS), quit the installation, install the Evasion tweak and then resume SCS's installation (so SCS should clone the modified spell......)
  3. I'm not sure I got this one Are you saying that shipping two versions of those spells is out the scope of your mod? If that's the case, I guess I'll stop the installation after the first two components and then install the Evasion tweak (if you say it's safe to interrupt the installation, then OK.....)
  4. Yeah, I was thinking on something like this...... In any case, as I said before, I don't understand why @DavidW cannot ship two versions of the IWDEE spells..... In so doing: people can play the game without Evasion; people can play the game with IWDEE Evasion; people can play the game with Subtledoctor's Evasion (simply via installing the SCS spells without the 324-63 checks and then Scales_Of_Balance after SCS)
  5. OK, so you're opting for removing it and letting people install it via other mods....... We need to install it after SCS so that we can capture IWDEE spells, but what about Fireball (Cast Previously) and the like (if any, of course)? Guess we need to manually look for them and add them to the list of SPLs that can be evaded....
  6. I think that permanent spell state applied via the CLAB table is necessary to make sure everything works as expected (me and @subtledoctor had a long discussion about this.... To sum up: without the spell state, you may see something wrong depending on the spell's projectile......
  7. @DavidW Since your IWD spells are directly pulled from IWD:EE, this means you're also (partially) importing the so-called Evasion passive ability: You can notice this if you look at, for instance, CLERIC_SPIKE_GROWTH: there's an opcode #324 whose parameter2 is set to 63 (Evasion check) At this point I think you should/could (if possible): make all of this optional ----> remove that opcode from those spells complete the work by adding that opcode to all those BG spells that have it in IWDEE (e.g., Fireball, Flame Strike and the like) + update every Thief CLAB table with #evasion.SPL (another IWDEE resource that basically applies a permanent EVASION spell state to all L7+ Thieves). What do you think?
  8. @subtledoctor Yep, CREATE is so handy, there's no need to create in advance your files with NearInfinity...... Thanks @Ardanis by the way
  9. @Ardanis Could you have a look at the following piece of code? It seems there's a problem with your ADD_SPELL_HEADER/FJ_SPL_ITM_REINDEX.... This is the error:
  10. @CamDawg If you're interested and think it makes sense for this mod, I can give you the code for adding the following SoD items to BG:EE ------> Throwing Axe +1, Poisoned Throwing Dagger, Throwing Dagger +1, Bolt of Fire +1 and Bolt of Ice +1.
  11. Is there a difference between LastSeenBy and LastSeenBy(Myself) ?
  12. Speaking of this, why do SPLs like DW#MMSEE or DW#WBSEE offer a Save vs. Spell? Shouldn't they offer no save?
  13. Make also sure to check the description of the items you introduced (e.g., Kobold daggers/arrows)
  14. @DavidW What about tweaking a bit the description of the IWD spells so that it matches that of BG spells (i.e., leave at least a couple of blank lines)? Take a look at this:
  15. I can confirm this issue on RC 8. In particular, the spell does 1d10 cold damage upon a failed Save vs. Paralysis -----> It should do 1d10 cold damage with no save and paralyze the target upon a failed Save vs. Paralysis (however, the spell description states nothing about the duration of the paralyzation......)
  16. Yes, you're right, that construction is from NI's parser. Thanks for the tip about using the HEX values of STATEs...... Do you perhaps know how can I use REPLACE_BCS_BLOCK to replace more than one script block? EDIT: OK, I found the issue: REPLACE_BCS_BLOCK can replace multiple blocks only if they're consecutive (which is bad IMHO.......)
  17. @Wisp It seems WeiDU (version 246) cannot parse things like this: !StateCheck(NearestAllyOf(Myself),STATE_STUNNED | STATE_HELPLESS) Are you aware of this bug?
  18. Could you provide an example usage of this function? Can I use it to give all CREs that use, say, MAGE7.bcs my custom script? I guess I first need to COMPILE my custom script, right? Moreover, can I use the same name for %old_script% and %new_script%? Oh, wait, I guess that a simple COMPILE instruction is everything I need (i.e., adding a couple of triggers to some existing scripts, overwriting them and keeping their original name).
  19. Sorry, I completely forgot about that....... Anyway, yes, you're probably right: it sounds odd to edit just bullets and leave the other missiles as they are..... But if you made a systematic change, then no ranged weapon would cause missile damage........
  20. Sorry if already proposed, but what about editing bullets so that they cause crushing damage?
  21. @agris I think it's (much) better to update the description of the spell.......... Separately, what can you tell me of my third point (i.e., Breach)? Can you confirm it?
  22. @DavidW I need your help: I'd like my CRE to spam a certain SPL every (say) two rounds only if there is at least one humanoid (but RACE != mephit) in weapon range. The target of that SPL must be one of those humanoids. How can I do this? EDIT: Solved (hopefully...)
  23. [bGEE, Release candidate 7] 1) Protection from Normal Missiles doesn't protect against elemental arrows if no_initial_change_pro_normal_missiles is set to 0 2) no_initial_change_elemental_arrows should probably be listed under "nerfed and moved items" in stratagems.ini 3) no_initial_change_modify_breach doesn't modify Wand of Spell Striking when set to 0 (i.e., primary type and secondary type of Breach are set to NONE....)
  24. The same holds for the projectiles of the IWD spells (they're labeled as "unnamed" in NearInfinity. Having said that, this is probably just a cosmetic issue......)
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