Jump to content

ptifab

Members
  • Posts

    152
  • Joined

  • Last visited

Everything posted by ptifab

  1. The Mithral Full Plate Mail +2 (PLAT09.ITM) has a Base AC of -3 where it should have a Base AC of -2 (Base AC of a Full Plate +2 is -1 + IR mithral effect: +1 bonus to AC), or maybe the name should be changed to +3 instead ?
  2. Thanks you both for your explanations, that enlightens to me some dark parts of the game since a lot of time !
  3. Agreed, this forum is a little gem i found some years ago while starting to mod, and i 've never found better ! Love you folks
  4. thanks @subtledoctor I forgot to ask if the class has any impact on the abilities and/or the stats. If a demon is a thief, can it hide in shadows ? if a basilisks is a mage, can he cast spells ? does they gets the bonus effects from levels (thac0 from warriors does not progress like these of mages for example)
  5. Does anyone knows if monsters ability scores have the same functionalities as for players ? I mean, sometimes i see .CRE with 9 everywhere and AC and THAC0 sets by hand obviously, but what if i changed it to, say, Strength 20 for example ? Does its damage score and thac0 are changed by the stat bonuses given by a Strength that high ? Or will it use the THAC0 given by hand ?
  6. i just had to remove the .itm from the command setting, but it worked. Thanks a lot @subtledoctor
  7. I'm trying to create a function (based on some already functionning existing code) to exclude specifics items from the file itemexcl.2da, but i would like to automate the process. I've already made it work for all armors, but for specific items i don't know how to procede. Here's my existing code for specific items : 1st part OUTER_SPRINT item_exclusion ~%specific_itemname%~ <- insert the item name here 2nd part COPY_EXISTING ~itemexcl.2da~ ~override~ READ_2DA_ENTRIES_NOW num_rows 2 FOR (i = 1; i < num_rows; i += 1) BEGIN READ_2DA_ENTRY_FORMER num_rows i 0 current_item SET isToExclude = 0 PATCH_IF (FILE_EXISTS_IN_GAME ~%current_item%.itm~) BEGIN INNER_PATCH_FILE ~%current_item%.itm~ BEGIN PATCH_IF (current_item STRING_EQUAL_CASE ~%item_exclusion%~) BEGIN SET isToExclude = 1 END END END PATCH_IF (isToExclude == 1) BEGIN REPLACE_TEXTUALLY ~[%LNL%%MNL%%WNL%][ %TAB%]*%current_item%[ %TAB%].*~ ~~ END END BUT_ONLY the file is actually not removed, if someone can help me on this one ?
  8. That was my basic way of doing, but as @jastey says, it's always useful to get the genius of other coders, as i am really far from doing as effective as you ol' modders (no offense ^^) @subtledoctor thanks doc' for taking time to explain your routine, that was really entertaining !
  9. daily IR report: -The cloak of displacement (CLCK03.ITM) blur effect #opcode 65 has both probabilities set to 100 - Werebane +2 (DAGG09.ITM) has incorrect drained flag in its ranged header. Should be (1) item vanishes (and not (2) replace with used up) - throwing magical daggers (i don't speak about throwing knives) only have ranged capabilities (they don't have any melee headers). Is that by design ? (DAGG09.ITM, DAGG11.ITM, DAGG12.ITM, DAGG22.ITM)
  10. Thanks a lot to you both, i don't want to add too much global scripts events, so i will stay away from that kind of items !
  11. Thanks @Jarno Mikkola, i wasn't aware of that code, now i know how it work. Do you know, for modding purpose, if i create an item wich i want to have similar drow properties, how it will be handled by the game ? because this is just a script from a specific area. Like if a mod gives me an item like this, how the engine will know that it must be turned to dust if i don't update this one specifically and/or i'm teleported to another exterior area ? Is the flag at 0x19 BIT15 : EE:adamantine (15) is supposed to fulfill that state without script ?
  12. That i already know @Jarno Mikkola but my question was how exactly does the engine know how to chose the correct item ? What file, script, code is used ?
  13. Does anyone knows how drow equipment disintegration is handled ? It's stated in the description that it will turn to dust if brought to surface daylight, but how exactly is it managed by the game ? I've seen that there's is a flag at 0x19 BIT15 that state EE:adamantine (15), but i've never seen it flagged for any drow item, (does it do anything ?) So i'm scratching my head. Is it hardcoded ? and if so how does it know it's drow equipment ?
  14. Small bug report: The arrow of detonation's (AROW06.ITM) effect (AROW06.SPL) has a hidden -2 malus to saving throw vs. breath (second damage #opcode 12 line). although it's not stated in its description.
  15. @jastey you are a beast ! Thank you so much for your awesome work !
  16. Just another thing : i've seen that IR does not handle mods that adds "exotic" weapons like two-handed axes, when using components like "Dual Wielding Changes for Light and Heavy Weapons" (component 17). Maybe because it only checks for a weapon category and should check also if it's two-handed ? If you want an exemple : DSOTSC mod adds some two-handed axes like polearms (DSAXE03.ITM, DSAXE05.ITM), with their category flags as axes but they are also two-handed, and you can see that IR has (wrongly) added the opcode #305 off-hand THAC0 bonus. I don't know if it has side effects though so maybe it's harmless. I just wanted to point this issue.
  17. Nice to see you back Bartimaeus, while toying with items, i've noticed a wrong parameter in Rashad's Talon +2 (sw1h23.itm) melee effect : increase attack speed factor parameter1 is set to 10 while the parameter 2 is set to 2. According to IESDP, the parameter1 should be set to 2 and the other one (wich is stated unused by the way) back to 0 ?
  18. I actually just tested that and you are absolutely correct. The crit protection is semi hardcoded in the engine, so it does not need to be toggled to get the crit protection for headgear. The other pieces of equipment, as you said, need to have the settings toggled to get it. Thanks for your clarification @Bartimaeus
  19. Ok i understand better, thanks kjeron. Is there a way to render silent those error messages ?
  20. Just a small bump. I've continued my research but i cannot find anything related to it (see my previous post). If anyone have some details to share ?
  21. I'm actually playing with opcode #324 but i don't understand the whole point here. When it says in parameter 2 "creature type" = match entries x or y // not match entries x or y, what are those entries specifically ? I've searched on the web and iesdp but there's nothing explicit about it. If someone can enlighten me on that one because my brain is burning actually. I'm looking about this one because i tried to add a damage effect on hit (each time a creature struck the character it suffers damage) but if the creature is out of range, the log displays a message "the spell has failed". I'd like to remove that message for those creature, if i'm explaining it correctly.
  22. Description of the Opcode has been edited and i made a pull request. I hope i haven't done anything wrong. Thanks for your help lynx
  23. How do i propose this update ? do i have to contact someone ?
×
×
  • Create New...