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DavidW

Gibberlings
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Everything posted by DavidW

  1. Let's see if I understand this correctly: your main character has around 4million XP. Sarevok is in the party You dual-class him He immediately jumps to 4 million XP, without having to work for it. Is that correct? If so, I think I can see how that could happen. (It's not terribly straightforward to fix but I can think about it.) I'm less clear how this could happen with Anomen, given that he starts dual-classed. Did you change his original class and dual-class him later? The time taken to uninstall is unavoidable: that's how all BG2 mods work. The components are installed in order; to uninstall one, all the ones installed later have to be uninstalled and then reinstalled.
  2. I’m afraid I still don’t understand this. Even if you’re getting LABEL to double as metadata (which I’m not convinced is a good idea, given that it ties metadata to something that also has a functional role in WEIDU, but I can see the elegance) then you can perfectly well get PI to treat the metadata as the concatenation of tp2 name and LABEL entry. Why try to get global uniqueness through asking people to do it voluntarily, when it’s in your power to do it automatically?
  3. Do you mean that Project Infinity is also using LABEL as metadata? Do you have a link to documentation? - I'm not sure how that would be supposed to work, and insofar as I can guess, I still can't see how a modder/tp2 prefix inside the LABEL would be helpful. (After all, PI could just add the tp2 explicitly if it wanted to - it's lifting the data from the tp2 file, after all.)
  4. I think there's a reasonable best-practice case for using LABELs. (Indeed, LABEL is my idea - I originally suggested it to Wisp's predecessor as WEIDU maintainer, in the long ago of the world). Basically that it insulates against changing component number. It's somewhat complicated by the fact that WEIDU 246 has some runtime overhead with LABEL that's a bit painful in something as complicated as SCS, which is why I don't use it myself. (I coded it a couple of years ago and then reverted it when the runtime overhead got too annoying.) I believe WEIDU 247 may improve on this, in which case I might rethink. I don't think there's a best-practice argument why the naming format for LABEL needs to take any particular form. Any WEIDU-legal check for a label is a check for an ordered pair <tp2 name, label_name>, so label_name is, by design, inside a namespace local to your mod. And the reason for prefixes is to avoid naming conflicts within a shared namespace. So label_name doesn't need modder prefixes.
  5. That's reasonable enough - my point is just that I don't think there's a 'best-practice' reason to do so.
  6. AHA. Thank you for finding that. I'll push an update fairly shortly (may take till the weekend.)
  7. I don't think labels need a standard format. They're mod-relative. If someone checked your LABEL, they'd do it like this: ACTION_IF MOD_IS_INSTALLED "transitions.tp2" ID_OF_LABEL "transitions.tp2" "#L-TRANSITIONS-SNARK" BEGIN ... END So the modder prefix and the tp2 name are redundant - unless there is another mod present with the same tp2 name, but then you've probably got bigger problems. (There is a case for putting your modder prefix into the tp2 name for that reason.)
  8. It just slides. Not terribly exciting, but not obtrusive.
  9. I like Kjeron's mod, and if I'd known it existed beforehand I might not have bothered writing anything, but there are aspects of the implementation and aesthetic I'm not keen on. (That's partly a matter of taste, of course.)
  10. This isn't how RANDOM works. (It's nothing like the RandomNum() command in BCS scripting.) (i) RANDOM (x y) generates a random integer between x and y. So RANDOM (4 4) always returns 4, for instance. (ii) Each time you call RANDOM you get a new random number. If you want to use the same random number in multiple places, assign it to a variable and then check the variable. For instance (not tested), SET randvar=RANDOM(1 3) PATCH_IF randvar=1 BEGIN [do something] END ELSE PATCH_IF randvar=2 BEGIN [do something else] END ELSE BEGIN [do something else again] END will do one of three things with equal probability of each. (iii) In any case, PATCH_IF (RANDOM (x y)) THEN BEGIN ... END will evaluate the ... if RANDOM (x y) is true. And WEIDU treats any integer except 0 as 'true'. So this will evaluate the ... whenever x and y are >0. In addition, the code you posted will add items into bags of holding, which I suspect isn't what you want.
  11. Yes, I noticed that. Introducing a bunch of new spells is a bit outside scope for this, though (it was intended as a neat self-contained 200-line UI mod, not a spell pack). I think I'll follow 3rd edition's (and SR's) lead and offer a mapping of Power Words (possibly also Symbols) over to Enchantment, and of Wish to Universal (which it is mechanically already, it's just got Invocation and Conjuration as schools), and otherwise just get the mod to exclude spell levels where there's a gap. (I think that's what kjeron's version does too.) EDIT: on reflection, perhaps the simpler and more balanced thing to do is just to apply the restriction up to level 5. Up to there, there are reasonably nice options for every school, and I think it adds flavor. But once the spells start thinning out around level 6, it might start being a bit of a pain for some schools, even if technically there are available options.
  12. Thanks. (I ask because I just worked up something like this for an ongoing project of mine and wondered if it had already been done... looks as if kjeron's is reasonably different, though.)
  13. In pen-and-paper AD&D, specialist wizards have to use their additional spell slot to memorize a spell of their chosen school. Unmodded, the game doesn't implement that; is there a mod that does?
  14. Aesthetically I actually think there's a fairly good case for using the water weird (I use it intentionally in SCS's IWD spell component).Elementals in BG2 have a fairly consistent aesthetic that's quite different from the blocky humanoid elementals in IWD, and (imo) the water weird fits that aesthetic better than the IWD elemental.
  15. Terms in square brackets are interpreted as ordinary characters. It's not somewhere you can put a special character. (And if you could, then [.] would match any single character except newline. But . does that anyway.)
  16. I’m not sure what you mean by ‘the forces received in the final battle’ - can you say more? Is there some problem with tougher.tra or is it just that no-one’s translated it yet?
  17. Intended behavior. They’re not attacking your mind, they’re using telekinesis to blow up a nearby rock.
  18. Noted, thanks. Looks as if there's a logic error somewhere in the way some of the dialog strings are being handled. Can someone who's experiencing the issue tell me which strings they're seeing it on, in as much detail as possible?
  19. Not bugging me about it until I decide not to fix it out of sheer contrarianism, probably
  20. You'd lose the bet - there's no 'switched creature' in EE any more.
  21. SCS does something a bit similar. Fire/acid damage turns off their regeneration for a round.
  22. The intended functioning (troll falls unconscious below about 10hp, needs fire or acid to hurt it further, recovers after a couple of rounds) is the same in both. The implementation is quite different. In classic BG2, it's done by scripts and by an extra, near-death, version of the troll creature: the troll's script tells it to polymorph into the near-death troll when its hit points are low enough, and the near-death troll is told to polymorph back into the dead troll after a timer expires. The main problem is that scripts don't always reliably fire, especially if there's a lot going on - sometimes you have to back off for a second to let the troll fall. A secondary problem is that it's easy to introduce bugs where the troll comes back to life as a different creature, since there's no requirement that the sleeping troll script reintroduces the creature that created it. A tertiary problem is that it's awkward for trolls to drop loot. In EE, the troll has an effect on it (actually, on an item it wears) that triggers when it gets to <10hp. The effect casts a spell that knocks the troll unconscious, makes it immune to all damage types except fire and acid, removes its immunity to death so that it can actually be killed, and does a delayed healing effect on the troll. There's no need for anything in the scripts or for an extra creature file. In my experience, the EE version is drastically more robust, though still not quite perfect.
  23. ...possibly. With WoP, there are a bunch of different reports; some people seem to be playing it fine, others run into problems. It's too messy for me to sort out without a fairly systematic recode (happening, but no ETA) so I can't recommend it. With Longer Road, I have basically no idea. David Gaider thought the original Sendai was tough enough already. I don't know, sorry.
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