Jump to content

aVENGER_(RR)

Modders
  • Content Count

    1,006
  • Joined

  • Last visited

About aVENGER_(RR)

Profile Information

  • Gender
    Not Telling
  1. I think we should not be arguing semantics and blindly sticking to kit/class descriptions. Archers and Stalkers weren't restricted to light armor because they are allergic to metal or something. They were likely prohibited from wearing such armor because it's too heavy and would realistically limit their movement and/or stealth. Druids OTOH, are prohibited from wearing metal armor and shields by the underlying rule system. Their class description is likely an oversight. For Beastmasters I have no clue, but at a guess, the developers wanted them to use only simple weapons and armor that they could feasibly make by themselves. So in summary, my suggestion would be: go with what makes the most sense and is the least intrusive solution. Allow druids to wear all non-metallic armors. Don't allow Archers, Stalkers and Beastmasters to wear heavy armor regardless of its composition (i.e. don't alter the original game behavior). Just my 0.02$.
  2. And yet more EE stuff: Using the Psionic Maze ability does not display the Maze graphical animation Fix: COPY_EXISTING ~spin774.spl~ ~override~ // Maze (psionic) LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = "141" END // Graphics: Lighting Effects [141] LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = "174" END // Spell Effect: Play Sound Effect [174] LPF ADD_SPELL_EFFECT INT_VAR type = 99 // all types opcode = 215 // effect (Graphics: Play 3D Effect) target = 2 // target duration = 5 // duration resist_dispel = 2 // dispel/resistance power = 8 // power level savingthrow = 1 // save type savebonus = "-4" // save bonus insert_point = 0 // add this effect first STR_VAR resource = ~SPSPMAZE~ END Using the Psionic Blast ability doesn't display a feedback string in the combat log Fix: COPY_EXISTING ~spin775.spl~ ~override~ // Psionic Blast SAY NAME1 #5739 // Psionic Blast BUT_ONLY_IF_IT_CHANGES The Silver Sword doesn't display the "Vorpal Hit" message on a successful vorpal hit Fix: COPY_EXISTING ~sw2h15.itm~ ~override~ // Silver Sword ~PLANETAR.ITM~ ~override~ // Silver Sword (Planetar) LPF ADD_ITEM_EFFECT INT_VAR type = 99 // all types opcode = 139 // effect(Text: Display String) target = 2 // target parameter1 = 64285 // param1 timing = 1 // timing mode resist_dispel = 2 // dispel/resistance savingthrow = 4 // save type savebonus = "-2" // save bonus probability1 = 25 // probability 2 insert_point = 0 // add this effect first STR_VAR resource = ~~ END
  3. Even more EE stuff: Unholy Reaver should not dispel effects on its wielder and his allies The dispel magic animation is also not playing due to a typo in the resref field. Also, the dispel effects don't bypass the magic resistance of the target while they should as per Carsomyr and Staff of the Magi. Fix: COPY_EXISTING ~reaver.itm~ ~override~ // Unholy Reaver READ_LONG 0x64 "abil_off" READ_SHORT 0x68 "abil_num" READ_LONG 0x6a "fx_off" FOR (index = 0 ; index < abil_num ; index = index + 1) BEGIN // cycles through headers READ_BYTE ("%abil_off%" + ("%index%" * 0x38)) "type" // header type PATCH_IF ("%type%" = 1) BEGIN // if melee header READ_SHORT ("%abil_off%" + 0x1e + ("%index%" * 0x38)) "abil_fx_num" READ_SHORT ("%abil_off%" + 0x20 + ("%index%" * 0x38)) "abil_fx_idx" FOR (index2 = 0 ; index2 < abil_fx_num ; index2 = index2 + 1) BEGIN READ_SHORT ("%fx_off%" + (0x30 * ("%abil_fx_idx%" + "%index2%"))) "opcode" READ_SHORT ("%fx_off%" + 0x02 + (0x30 * ("%abil_fx_idx%" + "%index2%"))) "target" READ_ASCII ("%fx_off%" + 0x14 + (0x30 * ("%abil_fx_idx%" + "%index2%"))) "resref" PATCH_IF ("%target%" = "5") BEGIN WRITE_SHORT ("%fx_off%" + 0x02 + (("%abil_fx_idx%" + "%index2%") * 0x30)) "2" // target: preset target WRITE_BYTE ("%fx_off%" + 0x0d + (("%abil_fx_idx%" + "%index2%") * 0x30)) "2" // dispel/resist: 2 (not dispellable, bypass resistance) END PATCH_IF (("%opcode%" = 215) AND ("%resref%" STRING_EQUAL_CASE ~SPDISMA~)) BEGIN WRITE_ASCII ("%fx_off%" + 0x14 + (("%abil_fx_idx%" + "%index2%") * 0x30)) ~SPDISPMA~ #8 // resref: SPDISPMA WRITE_LONG ("%fx_off%" + 0x0e + (("%abil_fx_idx%" + "%index2%") * 0x30)) 0 // duration: 0 END END END END BUT_ONLY_IF_IT_CHANGES
  4. More EE stuff: Fix: COPY_EXISTING ~scripts/FIGHTER2.BS~ ~scripts~ // Ranger Ranged ~scripts/THIEF1.BS~ ~scripts~ // Thief Aggressive DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~!StateCheck(Myself,STATE_INVISIBLE)~ ~!StateCheck(Myself,STATE_INVISIBLE) OR(3) Class(Myself,THIEF_ALL) Class(Myself,RANGER_ALL) Class(Myself,MONK)~ END BUT_ONLY COPY_EXISTING ~scripts/THIEF2.BS~ ~scripts~ // Thief Defensive DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~!StateCheck(Myself,STATE_INVISIBLE)~ ~!StateCheck(Myself,STATE_INVISIBLE) OR(3) Class(Myself,THIEF_ALL) Class(Myself,RANGER_ALL) Class(Myself,MONK)~ REPLACE_TEXTUALLY ~HPPercentLT(Myself,50)~ ~HPPercentLT(Myself,50) !StateCheck(Myself,STATE_INVISIBLE) OR(3) Class(Myself,THIEF_ALL) Class(Myself,RANGER_ALL) Class(Myself,MONK)~ END BUT_ONLY COPY_EXISTING ~scripts/THIEF3.BS~ ~scripts~ // Thief Adventurer ~scripts/THIEF4.BS~ ~scripts~ // Thief Scout DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~!ModalState(DETECTTRAPS)~ ~!ModalState(DETECTTRAPS) OR(2) Class(Myself,THIEF_ALL) Class(Myself,MONK)~ END BUT_ONLY
  5. From my EE stuff: Fix: COPY_EXISTING ~CASFAILM.EFF~ ~override~ WRITE_SHORT 0x20 0 // parameter 2 BUT_ONLY_IF_IT_CHANGES
  6. This looks like the cleanest solution to me.
  7. I'm in full agreement with Cam on this. Having first hand experience as a BGEE developer, I can tell you that oversights like this may ocasionally occur due to the harsh reality of strict deadlines and limited development time. In summary, we shouldn't read too much into it. The Bioware developers simply made a mistake and we should correct it in the most reasonable way.
  8. A video showcasing some WL2 gameplay footage has been posted in the latest Kickstarter update. Looks pretty sweet, considering the early state of the game. Best of all, I'm getting a very strong Fallout/Jagged Alliance 2 vibe. Really looking forward to this game.
  9. Now that I finally have the game installed again, I can confirm this. Funny, I was pretty sure that it was set up as chainmail in the base game. As it stands, aTweaks actually just changes the armor's color scheme to match its inventory picture. In light of that, your point concerning the ground icon is valid.
  10. This may be a bit too "tweaky" for the fixpack. However, see here.
  11. Are we absolutely sure about this? I.e. does in-game testing confirm this? I seem to vaguely recall that "fixing" the global effects in a similar manner at one time resulted in the bonus not being applied at all. I may be mistaken though, hence the in-game test suggestion.
  12. They added that at the last minute and now it was reached too! (with PayPal included) Over $4.1M in total! I like how they decided to spend the extra money on polishing the game and further improving the existing content. The developer commentary sounds fun too.
  13. FYI, they gathered over $3.6M on Kickstarter and about 125k via PayPal. All stretch goals have been reached! Live Stream Party Time!
×
×
  • Create New...