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Daeros_Trollkiller

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Posts posted by Daeros_Trollkiller

  1. This question has probably been answered elsewhere, but I'm having a hard time wrapping my head around examples I have seen so far in my research, as they seem to be geared towards automating the process for doing a large amount of items (shield glow in tweaks mod for example).  Are there an examples of the correct syntax to use for changing colors, or adding pulse/solid glows to existing items?  I am hoping there is a simpler way to do this on a per item basis that is easier for me to understand.

    So, if I were to start with the below, what would be the simplest way to implement what I am trying to do?:

     

    COPY_EXISTING ~shld24.itm~ ~override~        //Reflection Shield +1    
    LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 9 target = 1 parameter1 = color_pulse parameter2 = ????? timing = 2 END

     

     

    If anyone has any examples of adding a custom hit visual effect to an existing item, I would greatly appreciate that as well!

     

      

  2. I just wanted to take a moment to first thank Jastey, Mike, and all the other fantastic modders here at G3 for welcoming me into the fold with my SoD to Baldur's Gate 2: Enhanced Edition mod.  Its my first major mod, and I've learned quite a lot over the last 6 months I have been working on it - largely due to the patience of aforementioned modders.

     

    I welcome any and all feedback on my mod.  If you see something that broken, let me know.  A better way to code my mod in WeiDu?  I'm all ears.  Suggestions for improvements or additions?  Would love to hear them.

  3. Mike, I figured it out about 30 seconds before reading this :) .  You were absolutely right, but it does pose another question:

     

    Does it matter which number parameter 2 is set to on the effect I am changing?  By that, I mean would it mess up other portrait icons if the effect started with the portrait icon something common like confusion or stun?   I'm just wondering is there is a "best practice" here when it comes to setting the initial parameter to be changed by ALTER_EFFECT

     

     

  4. I have been working on correcting the way projectiles and portrait icons are set in my mod to be more compatible with other mods, and I have run into a snag.  I have been able to get all the projectiles working correctly, but the portrait icons are another story.  I'm sure its probably a syntax issue, but I havent been able to get past it.  I am hoping someone could look at the code below for one of my spells, and tell me what I am doing wrong with trying to alter opcode 142.  I referenced the IWDification mod for this, but what was done there doesn't seem to be working for me:

     

    Quote

    LAF cd_new_portrait_icon INT_VAR string = RESOLVE_STR_REF(@4000) STR_VAR bam_file = dtkshrdd RET icon END   // adding portrait icon for spell
    COPY ~SoD2BG2_IU/spl/dtkshrdb.spl~ ~override~
    LPF ALTER_SPELL_HEADER INT_VAR projectile = EVAL "%dtkshrod%" END
    LPF ALTER_EFFECT INT_VAR match_opcode = 142 match_parameter2 = 94 parameter2 = icon END

     

  5. Thank you very much for your continued help on this Jarno!  with your help and my own delving into .d files for my mod, I am starting to get a better grasp of how they work.  I am using a .TRA file for my strings for other .d files I have in my mod, referencing them with @12345 (for example)

    Would it be better for this particular .d file to be done as you have it above?  or something like I have below for consistency:

     

    Quote
    
    BEGIN IJ#datro
    
    CHAIN
    IF ~Global("IJ#datr","GLOBAL",1)~ THEN BEGIN Talk1
    ~@10000~ [bd45232]
    == ~@10001~ [bd45233]
    == ~@10002~ [bd45234]
    == ~@10003~ [bd45235]
    == ~@10004~ [bd45236]
    == ~@10005~ [bd45237]
    == ~@10006~ [bd45238]
    == ~@10007~ [bd45239]
    EXIT
    END

     

     

     

  6. On 11/17/2019 at 6:54 PM, Jarno Mikkola said:

    This should be quite easy... but we need both string content... and the sound file names, to start.

    45232 = ~Why does the honeybee hum? He knows not the words! Waka waka!~ [bd45232]

    33 = ~How do ettins leave messages for one another? On a bull-ettin board!~ [bd45233]

    34 = ~Where is the safest place in all the land for diving? Waterdeep!~ [bd45234]

    35 = ~Never listen to a tale from a wyrm—they tend to drag on!~ [bd45235]

    36 = ~Why do skeletons never battle with one another? They lack guts.~ [bd45236]

    37 = ~Two orcs walk into a bar. Ouch!~ [bd45237]

    38 = ~Last time I told a joke to a ghoul, he laughed his head off!~ [bd45238]

    39 = ~What has the body of a lion, the wings of a dragon, and tastes great covered in butter? A manti-corn!~ [bd45239]

     

    //Now we bring the item in:

    COPY ~modfolder/component/bdbrac02.itm~ ~override~

    LPF ~DELETE_EFFECT~ INT_VAR opcode=177 END 

    LPF ~ADD_SPELL_EFFECT~ INT_VAR opcode=177 target=1 timing=2 duration=0 parameter1 = 0 parameter2 = 2 STR_VAR resource = EVAL "%bdbrac02.eff%" END

    LPF ~ADD_SPELL_EFFECT~ INT_VAR opcode=177 target=1 timing=2 duration=0 parameter1 = 16398 parameter2 = 9 STR_VAR resource = EVAL "%bdbrac2a.eff%" END

    //Then we compile a .dlg file ... later.

    //And then we edit the .eff ... later.

    Jarno, thank you very, very much for your help on this, I am going to work with this and see what I am able to do.

  7. Hehe, I'm happy to hear that someone thinks it's easy, but I'm still scratching my head on this one.  I've located and copied over the sound files, along with the effect just to see if they would play (even if the strings were wrong), but they do not.

    I haven't done anything with Opcode 330 in WeiDu yet, so any examples of it's use would be helpful.  for what it's worth, I cant even see how the effect references the sound files to play them.

  8. Thank you for the response Mike.  I attempted copying over the sound files the effect uses to see if it would even reference those and play them, but it doesn't.  Based on your feedback, it looks like making this work is going to be a hell of a challenge.   I hope I am able to get it working, as it is one of the more unique and fun things that SoD added.

     

    For what its worth, the effect *does* reference those same strings in BG2EE and plays them as floating text, but as you can imagine it is totally wrong.  Out of all the custom effects I have created for the items in my mod, this is proving to the the most difficult, and its just for flavor more than anything else.

  9. Greetings all.  In my SoD2BG2EE item upgrade mod, I have included the jester's bracers, and I am having alot of trouble with importing it's effect of "telling corny jokes".  The actual effect file is: BDBRAC02.EFF.  It's a "Float Text" effect, and it also plays sound files.  It has a display type of "Cynicism"

     

    Despite all my efforts, I am running into an absolute brick wall trying to bring this over to BG2EE.  I would really appreciate any help with this.

     

  10. As I am working on some new items for my mod, I am running into an issue I am hoping to get some guidance with:

    For weapons that have a ranged and melee component, how do I set names for each? What I mean is take a throwing axe for instance: If you right click on it, there are two icons, one named "melee" the other "ranged" for their respective uses.

    When I am making new items with these capabilities, they only show the name of the item, making it difficult to determine which is melee and which is ranged.

    I get the same result for any charge abilities on new items.

    I am sure there is a way to set these names using WeiDu using SAY NAME or SAY 0X##, but I cannot for the life of me find any examples of this to follow, or any documentation. I know I am probably overlooking something, but I'm just not seeing it and would appreciate some assistance. Thanks in advance!

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