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suy

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Posts posted by suy

  1. Aaaah, I think I got it. It's even easier and without an EFF file (your comment put me on the right track, thank you).

    On the same item (e.g. MFIST2.ITM) added a #318 (protection from resource) referencing the same MFIST2.ITM, conditioned to the stat that I wanted to check. Then followed by the  effect that I wanted. I don't know if the other way that you suggested works but I missed setting something, but this one is so simple that I feel silly for not noticing it before.

    Thank you very much!

  2. Thanks for the answer!

    I did it a quick try, and it did not work. I'll give it a second more detailed look after work. Meanwhile, a doubt from your comment. In the first paragraph you mentioned a spell resource, but in the second you said "back in the ITM file, after that 177 effect". Was a mistake, or you meant that I need to modify both the SPL and the ITM?

    To clarify: I created a spell applied on level up (via the CLABxxxx.2DA) that grants the APR boost on proficiency (intended only for weapons), and then there is the MFISTx.ITM which also adds APR. I'll try as many combinations as I can later on just in case, but let me know which one you intended. :)

  3. Hello.

    I've been able to successfully use equipped effects on a MFISTX.ITM to increase the attacks per round only on "unarmed" attacks with the Fist weapon. But I've also used a SPL at level up to add APR on a certain proficiency level (with opcode 326 and adding entries to SPLPROT.2DA), and I wanted that to apply only with "normal" weapons, not the unarmed attack.

    Since there is not a specific opcode for this I just want account for that in the MFISTX.ITM, so I was attempting to use again #326 with the opposite condition (so one increase only applies if the other is missing). I need to do it as an equipped effect on the MFISTX.ITM. The effect applies, but doesn't get cleared after the Monk equips a different weapon. :-(

    If the effect is applied directly as an ITM effect, it appears and disappears correctly when switching weapons, but then I can't make it conditional on a certain stat.

    I've tried to make the APR increase blocked by the MFISTX using #324 (Immunity to Resource and Message) and #318 (Protection from Resource), but without success. I'm quite a beginner, so I might be missing something, though. Any other idea?

    Thank you!

  4. On 8/14/2020 at 11:15 PM, subtledoctor said:

    Worth also mentioning, in general Weidu doesn’t add duplicate strings. If you add an item and SAY NAME1 ~Sword of Awesomeness~, and the next available string is 104,012 but that string already exists at 85,323, then Weidu will set your item’s name to 85,323 and it won’t bother adding a new string. 

    What's the reasoning for this? Helping the translators?

    From the world where I come from (GUI development using a framework called Qt), this is solved by the translation tool, which will hint the translator with an already translated string coming from the same text, but will still allow for changing. Quoting from the manual:

    Quote

    For example, open in English might become öffnen, "open file", or aufbauen, "open internet connection", in German

  5. Thank you Bubb! I did a few tries with something else, and it indeed seemed like it wasn't possible, but I really wanted a definitive answer.

    Jarno: I do know that's kinda cheesy, but first I wanted to know if it's possible, and try it out in practice. This idea pretty much spurred when thinking about the Find Traps spell, as I think the best use of it (which I learnt from watching Mivsan_NT's playthrough) is using it when facing opponents in trapped areas. It's a pain to start fighting and using items, while keeping the trap finding activated manually, or have a party member only looking for traps in the first round(s). So the spell might come handy, now that my doubt is settled.

  6. I am creating my own AI script for the party, so I can learn some scripting. I have this block adapted from the built-in AI scripts:

    IF
    	Global("suy#mode","LOCALS",2)
    	ActionListEmpty()
    	OR(2)
    		Class(Myself,THIEF_ALL)
    		Class(Myself,MONK)
    	!ModalState(TURNUNDEAD)
    	!ModalState(DETECTTRAPS)
    THEN
    	RESPONSE #100
    		FindTraps()
    END
    

    But I thought it would be cool if the character could find traps/illusions EVEN if fighting. The user can do it manually: attack someone, then press the button. Will be finding traps as long as you don't switch target, but if you do it, you can press again the button in the UI.

    Now, if I remove the ActionListEmpty line, the character starts finding traps while attacking, but it also stops attacking. Is there some way to prevent this?

    Maybe the current target can be saved in a variable, then use it to attack and activate the find traps in the same response? Or just not possible at all?

    Thank you.

  7. First, a big (but late) thank you for the links, Azazello. I was aware of only some of them.

    Second, just note that I found the answer to the first question: I want to enable the "left handed" bit, and then the Monk can dual wield weapons, but not use an off-hand weapon while making attacks with the first. The fist becomes then like a two-handed weapon, like I wanted. Thanks auiwqi in the Discord chat for the finding.

    About the second question, the APR cap with unarmed attacks: if there is a limit that states where the progression stops, I have not found it. But increasing the rate to 1 per level allows you to achieve 5 APR at level 8 (as you gain half APR per gained level, and the first counts, so 1+(4*0.5)). In the vanilla game you stop gaining attacks after the 4th per round, at level 18. Maybe it just caps at level 20? Because at level 25 there is still fist progression (it changes the enchantment level only though).

  8. Hello. I would like to tune a bit the Monk class, and the first and easiest thing I would like to do is balance the progression of damage, enchantment and APR of the unarmed damage (and probably something about using weapons as well). I don't know yet how I want to change it, so I'm just exploring what it's possible. For now I don't want to go too radical, just editing files a bit, and balance the DPS.

    First, this is what I've found:

    • monkfist.2da: Controls the fist item that the monk has equipped as Fist at any given level. MFIST1.ITM, MFIST2.ITM, etc.
    • profs.2da: Controls the amount of proficiency points gained at first level and the amount of levels needed to gain another proficiency point.
    • weapprof.2da: Controls the amount of proficiency points that a class/kit can allocate in a certain weapon or weapon style.
    • wspatck.2da: Controls the extra attacks per round given class level and number of proficiency points.
    • clswpbon.2da: Controls which classes can get extra APR from the previous table, and how many levels are needed to gain half attack per round with fists.

    Feel free to correct if anything above is wrong. Now, the questions:

    1. I've not found where the cap of 4 APR with the Fist is defined, so should I assume is an engine limit? I've read that without Haste or Whirlwind, there is a limit of 5 APR, so if one has to be the off-hand, that would explain it. Is there any workaround? Can some granted spell increase the number of attacks, or should it go through some kind of innate haste-like effect?
    2. Why the MFIST*.ITM items have the flags they have, and what could be changed? The default is that only one bit is active, the one that in NearInfinity shows as "Fake two-handed" and in IESDP is named "force two-handed animation". Removing it the punches and kicks animations goes away, but equipping an off-hand weapon, which is possible, also changes that. I wanted to make it a proper 2-handed weapon (like a spear, for example), that disallowed the off-hand weapon when using the fist, but still allowed dual wielding, but I failed. Enabling on the fist the "Two-Handed" flag that is true in real two-handed weapons, doesn't seem to behave the same (with or without the default bit on). It disallows equipping anything in the off-hand, in any circumstance, with the "Two-handed weapon equipped" error message, so I could not dual wield at all. I tried to find out if the fist is somehow permanently equipped, but it doesn't seem so: I gave it critical hit protection, and equipping a sword in the main hand, the critical hit protection is gone.

    I think that's all for now. Thank you!

  9. Hello.

    I've noticed a certain inconsistency in Physical Mirror in BG1EE with SCS v32.7, and using the component to bring the IWD spells into BG. I've faced Amarande in Cloakwood, and I've noticed the following.

    1. He gets the "cast previously" version of Physical Mirror.
    2. He gets the expected behaviour with the ranged missiles.
    3. He reflects back a Melf's Acid Arrow spell. I don't know if this is intended or not, but since the arrow is conjured (per spell's school), might make sense.
    4. He DOES NOT reflect a Magic Missile (expected, I suppose).
    5. He DOES NOT reflect a Flame Arrow. I don't know if this is intended or not, but I think it's inconsistent with point 3, as is a Conjuration spell as well.

    I've tried with the only other installation that I have at hand, which is BG2EE with SCS v32.2. In this case, the spell cast by the player DOES reflect Melf's Acid Arrow and Flame Arrow.

    I've tried to look in NearInfinity to understand what could be going on, but I don't know enough. I've seen a list of effects applying to different projectiles, but I've not been able to find the projectiles of the spells. I don't know if this issue could be because of the different version of the spell (I've seen that there are "copies" of the normal spell and the "previously cast" one), or because of the IWD component that moves the spell one level below. The XP cap prevents me to try the spell in my party in BG1EE.

    Thank you for this great mod!

    weidu.log

  10. I've also reproduced the auto-leveling bug in v32.7 in BG1EE. One odd thing, though, is that I've been able to avoid it by trying to make the character join in a different way. That has worked for me for several characters which triggered the issue. I'm not sure what was different, but I tried to reload, talk to a different NPC before, use a different dialog option, etc. I wasn't able to make it work for Baeloth, though. He keeps the max XP issue. Not a big deal, though. The awesome customization feature is adding a lot of replayability to the game for me!

  11. On 6/12/2019 at 2:01 PM, Lilaina said:

    Customize NPC Class/Kit ability isn't working for me either. Not sure which version broke it but it did work earlier.

    In case it helps, I can reproduce this. I can select the ability, but I don't see any effect. Attaching my weidu.log. Let me know if I can help reproducing it.

  12. On 6/12/2019 at 2:01 PM, Lilaina said:

    Customize NPC Class/Kit ability isn't working for me either. Not sure which version broke it but it did work earlier.

    In case it helps, I can reproduce this. Attaching my weidu.log. Let me know if I can help reproducing it.

     

  13. On 11/11/2018 at 12:48 AM, DavidW said:

    v32 of SCS checks if items have been moved already and doesn't move them again if they have, so I suspect your best bet (once it's out; probably next couple of days in beta) is to install SCS after Item Randomiser.

    Thanks for this explanation. I also see that the README of SCS v32 now states that it's better to install SCS after Item Randomiser. Awesome. 🙂

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