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gamemaster76

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Everything posted by gamemaster76

  1. Unfortunately I've tried every combination of Translucent and Blending they do literally nothing and make no difference. I figured this was what I had to do... was hoping there would be a simpler solution.
  2. Im using the Dragon Disciples ddbreat.PRO at the moment im using cloudka.BAM with ddbreat.PRO. its an acid breath do i wanted to go with something dark and sickening but every BAM looking like a mist instead of globs of acid.
  3. I'm working to get an acid breath animation for a Dragon Disciple mod and I wanted a dark color to appear..... unfortunately it seems black = 100%transparent in-game since no matter how dark the BAM is, it ignores that part of the animation and is completely bright. If I make it completely black, its invisible in-game. Is there a way for dark colors to work?
  4. Thanks! Thats exactly what I needed! And yeah ITM doesnt have opcode 111, that part was from a different part of the code. Although it seems to be ignoring the code now... Basically the point of the mod is that when your using the Shapeshifter Druid kit, it adds a weaker werewolf form for lower levels ( among other changes to the kit that dont matter here). Now everytime I transform into the lesser form and try to go to inventory, stats, spellbook, etc. the game crashes. I boldened the part that causes the issue: // For BG1EE ACTION_IF GAME_IS ~BGEE~ BEGIN OUTER_TEXT_SPRINT source_paw ~brbrp~ OUTER_TEXT_SPRINT destination_paw ~brbrp2~ END // For BG2EE ELSE ACTION_IF GAME_IS ~BG2EE~ BEGIN OUTER_TEXT_SPRINT source_paw ~cdbrbrp~ OUTER_TEXT_SPRINT destination_paw ~cdbrbrp3~ END // For IWDEE ELSE ACTION_IF GAME_IS ~IWDEE~ BEGIN OUTER_TEXT_SPRINT source_paw ~werewlf1~ OUTER_TEXT_SPRINT destination_paw ~werewlf3~ END COPY_EXISTING ~%source_paw%.itm~ ~override/%destination_paw%.itm~ LAUNCH_PATCH_FUNCTION ~ALTER_ITEM_EFFECT~ // LINKS TRANSFORMATION WITH CORRECT PAW ATTACK INT_VAR STR_VAR resource = ~WERELEDR~ END LAUNCH_PATCH_FUNCTION ~ALTER_ITEM_HEADER~ // dice size and dice thrown INT_VAR check_globals = 1 check_headers = 1 header = 1 header_type = 1 dicesize = 6 dicenumber = 1 damage_bonus = 0 END [......] ( similar opcode changes) COPY_EXISTING ~spcl643.spl~ ~override/spcl645.spl~ // adds the Shapeshift: Lesser Werewolf transformation SAY NAME1 ~Shapeshift: Lesser Werewolf~ SAY NAME2 ~Shapeshift: Lesser Werewolf~ SAY 0x50 ~Shapeshift: Lesser Werewolf Strength: 18 Dexterity: 15 Constitution: 15 Base Armor Class: 4 Number of Attacks: 1 Attack Damage: 1d6 (slashing), strikes as +1 weapon Special Abilities: – Magic Resistance: 10% ~ LAUNCH_PATCH_FUNCTION ~ALTER_SPELL_EFFECT~ // LINKS TRANSFORMATION WITH CORRECT PAW ATTACK INT_VAR check_globals = 1 check_headers = 1 header = 1 header_type = 1 match_opcode = 111 timing = 2 STR_VAR resource = ~%destination_paw%~ //heres the problem. For some reason, it doesn't put destination_paw. When I designate brbrp2 (the file it would need for BG1) it works. END LAUNCH_PATCH_FUNCTION ~ALTER_SPELL_EFFECT~ // Makes polymorph cosmetic only INT_VAR match_opcode = 135 timing = 0 target = 1 resistance = 2 parameter1 = 0 parameter2 = 0 // 1 = Appearance only, 0 = normal morphing probability1 = 100 insert_point = 0 STR_VAR resource = ~WERELEDR~ END
  5. I'm not quite sure I understand. ok then how do I make it so that it alters the file corresponding to the specific game without copying the same code 3 times for each instance?
  6. Also PACTHACTION_IF GAME_IS ~BGEE~ THEN BEGIN // For BG1EE LAUNCH_PATCH_FUNCTION ~ALTER_SPELL_EFFECT~ // LINKS TRANSFORMATION WITH CORRECT PAW ATTACK INT_VAR check_globals = 1 check_headers = 1 header = 1 header_type = 1 match_opcode = 111 timing = 2 STR_VAR resource = ~BRBRP2~ END END causes a parse error: Parse error (state 232) at LAUNCH_PATCH_FUNCTION [SETUP-BALANCED_SHAPESHIFTER_KIT.TP2] PARSE ERROR at line 70 column 8-28 Near Text: LAUNCH_PATCH_FUNCTION GLR parse error [SETUP-BALANCED_SHAPESHIFTER_KIT.TP2] ERROR at line 70 column 8-28 Near Text: LAUNCH_PATCH_FUNCTION Parsing.Parse_error ERROR: parsing [SETUP-BALANCED_SHAPESHIFTER_KIT.TP2]: Parsing.Parse_error ERROR: problem parsing TP file [SETUP-BALANCED_SHAPESHIFTER_KIT.TP2]: Parsing.Parse_error FATAL ERROR: Parsing.Parse_error Nevermind this one, found PATCH_IF was a thing that existed
  7. Wait, if I understood correctly, then where the [...] is I have to copy the same code over and over again? Thats exactly what I'm trying to avoid with ELSE_IF: Right now I have this in one part of my code, each one needs a different resource: ACTION_IF GAME_IS ~BGEE~ THEN BEGIN // For BG1EE LAUNCH_PATCH_FUNCTION ~ALTER_SPELL_EFFECT~ // LINKS TRANSFORMATION WITH CORRECT PAW ATTACK INT_VAR check_globals = 1 check_headers = 1 header = 1 header_type = 1 match_opcode = 111 timing = 2 STR_VAR resource = ~BRBRP2~ END END ACTION_IF GAME_IS ~BG2EE~ THEN BEGIN // For BG2EE LAUNCH_PATCH_FUNCTION ~ALTER_SPELL_EFFECT~ // LINKS TRANSFORMATION WITH CORRECT PAW ATTACK INT_VAR check_globals = 1 check_headers = 1 header = 1 header_type = 1 match_opcode = 111 timing = 2 STR_VAR resource = ~CDBRBRP3~ END END ACTION_IF GAME_IS ~IWDEE~ THEN BEGIN // For IWDEE ACTION_IF FILE_EXISTS_IN_GAME ~werewlf1.itm~ BEGIN COPY_EXISTING ~werewlf1.itm~ ~override~ LAUNCH_PATCH_FUNCTION ~ALTER_SPELL_EFFECT~ // LINKS TRANSFORMATION WITH CORRECT PAW ATTACK INT_VAR check_globals = 1 check_headers = 1 header = 1 header_type = 1 match_opcode = 111 timing = 2 STR_VAR resource = ~werewlf3~ END END This is fine because its just one LPF, but for the rest what I need is: // adds paw attack for Lesser Werewolf form ACTION_IF FILE_EXISTS_IN_GAME ~brbrp.itm~ BEGIN // For BG1EE COPY_EXISTING ~BRBRP.ITM~ ~override/brbrp2.ITM~ ACTION_IF FILE_EXISTS_IN_GAME ~cdbrbrp.itm~ BEGIN // For BG2EE COPY_EXISTING ~cdbrbrp.itm~ ~override/cdbrbrp3.itm~ ACTION_IF FILE_EXISTS_IN_GAME ~werewlf1.itm~ BEGIN // For IWDEE COPY_EXISTING ~werewlf1.itm~ ~override/werewlf3~ LAUNCH_PATCH_FUNCTION ~ALTER_ITEM_HEADER~ // dice size and dice thrown INT_VAR check_globals = 1 check_headers = 1 header = 1 header_type = 1 dicesize = 12 dicenumber = 1 damage_bonus = 0 END [.....] (a LOT of LPF code like the above one. of which is exactly the same in all 3 versions) I don't want to paste the same sections of code 3 times for each difference, it will be too long.
  8. Huh.. yeah that makes sense actually. I'm more used to C language where you NEED else_if or else the program has a heart attack... according to my old teachers anyway . So the need for else_if was kinda drilled into me.
  9. For example, I have a mod for the Shapeshifter kit: ACTION_IF FILE_EXISTS_IN_GAME ~brbrp.itm~ BEGIN COPY_EXISTING ~brbrp.itm~ ~override~ This is for the werewolf forms paw attack in BG1, in each game the file is named differently. So with that code I would start with: ACTION_IF GAME_IS ~BGEE BG2EE IWDEE~ THEN BEGIN ACTION_IF FILE_EXISTS_IN_GAME ~brbrp.itm~ BEGIN COPY_EXISTING ~brbrp.itm~ ~override~ END now I would need an ELSE IF statement. According to Weidu, I can do ELSE but I cant find anything for ELSE IF: ACTION_IF GAME_IS ~BGEE BG2EE IWDEE~ THEN BEGIN ACTION_IF FILE_EXISTS_IN_GAME ~brbrp.itm~ BEGIN COPY_EXISTING ~brbrp.itm~ ~override~ END ELSE ACTION_IF FILE_EXISTS_IN_GAME ~cdbrbrp.itm~ BEGIN // PAW ATTACK FOR bg2 COPY_EXISTING ~cdbrbrp.itm~ ~override~ Now I need to able to put the one for IWD. Does ELSE_IF work in weidu?
  10. For the mods I've made, I have had to make three versions: BG1EE, BG2EE and IWDEE. It would be easier if I could just fit all three in one file, especially since most of the code is the same, its just that there's one or two files unique to each. I want to put IF statements to check what game is being installed but I'm not sure how I would do that.
  11. How do I use this to change the name of a kit? It would be useful for another mod I'm making... and unfortunately I can't understand the kit_strref file
  12. Oh boy that's a lot to take in Thank you! I'll see what can do!
  13. I'm working on a mod that takes the dragon disciple kit and copies it into 5 total kit each focused on a different elemental damage type: fire, cold, electricity, acid and poison. The mod is finished... except for the breath weapon animations. for cold, I used the animation for Cone of Cold, which works. It doesn't fit the area of the breath weapon completely but its close enough. the problem is the other 3 elements. There are no suitable animations. The closest I got for acid and maybe poison was with the animation for the Acid Stream ability from the item The Visage... but instead of just playing an animation and doing the damage in a cone like its suppose to, if fires a projectile and damages everything around it, including the caster. Electricity there's nothing. I tried call lightning but it had the same issue as the Acid Stream... Spells like stinking cloud and storm of vengeance could work, but the clouds stay and continue to damage those in it. Are there any other animations I can use? Or a way to get the ones I have to just appear and not affect the breath weapon itself then disappear? In my code I change the source of the "projectile" spell header: LPF ALTER_SPELL_HEADER // Changes breath weapon animation INT_VAR projectile = 25 END I know there are animations for dragon breath weapons.. but they are terrible. a few colored lines appear form the caster and for some reason they do no damage to anything.
  14. It worked! thanks! yeah thats extremely confusing. My bit fields are VERY rusty, so if I wanted to do Acid damage it would be: LPF ALTER_EFFECT INT_VAR match_opcode = 12 parameter2 = (0 + (1 << 4)) (0 + (1 << 16)) END 1 is the damage type and 4 is two bytes over? Edit: Nevermind, I misunderstood something. 16 stays there and only the middle number changes! I have ll the breath weapons to what they should be! Also, which command would work to just rename the original kit to Dragon Disciple (Fire)? ADD_KIT_EX and overwrite the original? Or is there an Alter command that would be simpler?
  15. Those are great! Thanks! they were in the download but I didnt know I could open .tph files
  16. yeah add_kit_ex worked great! now im just altering the effects. Although im stuck at changing the breath weapon damage type. https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op12 opcode 12 has a bunch of possible values.. except in-game according to near infinity: So now im assuming I need to do it according to what near infinity says. so my code is: COPY_EXISTING ~spdd03.spl~ ~override/spdd08.spl~ // creates file for electric breath weapon LAUNCH_PATCH_FUNCTION ~ALTER_SPELL_EFFECT~ // Changes breath weapon to electric damage INT_VAR match_opcode = 12 check_globals = 1 check_headers = 1 header = 1 header_type = 1 parameter2 = 4 END .... but its not doing anything, and ive tried parameter2 = 262144 like in the documentation but that didn't work either. Also there's four of these for each time the breath weapon gets stronger: So would that ALTER_SPELL_EFFECT affect all of them or just one?
  17. Ah ok! Also I still need to figure out what files it uses. Something like this https://gibberlings3.github.io/iesdp/appendices/bg2kitabilities.htm but up to date for the Enhanced Edition.
  18. That's awesome! Just to make sure, how do I use the files in the zip file? .gitattributes, a7#add_kit_ex.tpa, etc.
  19. I just finished a mod for the shapeshifter kit and now im thinking about making one for the Dragon Disciple, I want to make copies that each focus on one of the other dragon elemental types ( cold, electricity, poison and acid) and I want to see how easy\viable that would be. So two questions: 1. Where do I find out what files the Dragon Disciple uses? For the Shapeshifter I used this: https://gibberlings3.github.io/iesdp/appendices/bg2kitabilities.htm but it seems its for the original release and not the EE versions, so no Sorcerer. 2. How do I copy a kit? I know there's the ADD_KIT command but I don't want to recreate form scratch. Just copy the kit and make changes.
  20. Awesome! it worked for BG1. But when I tried it for BG2 and IWD it doesnt work. says it cant find kit_strref.tpa even though the lib folder is there Nevermind! found the problem!
  21. Thanks! Although I think I'm still doing something wrong. According to the post this should work, I changed only what they said to change. It gives a parse error: ACTION_IF (FILE_EXISTS_IN_GAME ~clastext.2da~) BEGIN COPY_EXISTING ~clastext.2da~ ~override~ COUNT_2DA_COLS cols READ_2DA_ENTRIES_NOW rows cols FOR (row = 1; row < rows; ++row) BEGIN READ_2DA_ENTRY_FORMER rows row 0 ~kit_name~ PATCH_IF ~SHAPESHIFTER~ STRING_EQUAL_CASE ~SHAPESHIFTER~ BEGIN SET patch_row = %row% END END SET_2DA_ENTRY %patch_row% 5 cols RESOLVE_STR_REF ~SHAPESHIFTER: This Druid is not called Shapeshifter because has access to a great variety of forms, but rather because of complete dedication to a single alternate form. This Druid has willingly allowed self to become infected with lycanthropy, but due to intense study and training has the ability to control affliction. The creature becomes is that of the werewolf, the most famous of the lycanthrope shape changers. Advantages: – 7th level: May Shapeshift into a normal werewolf once per day. – 13th level: May Shapeshift into a greater werewolf once per day. Disadvantages: – May not wear any armor. – No other Shapeshifting abilities due to the effort required in maintaining balance in primary forms.~ BUT_ONLY END ACTION_IF (FILE_EXISTS_IN_GAME ~sodcltxt.2da~) BEGIN COPY_EXISTING ~sodcltxt.2da~ ~override~ COUNT_2DA_COLS cols READ_2DA_ENTRIES_NOW rows cols FOR (row = 1; row < rows; ++row) BEGIN READ_2DA_ENTRY_FORMER rows row 0 ~kit_name~ PATCH_IF ~SHAPESHIFTER~ STRING_EQUAL_CASE ~SHAPESHIFTER~ BEGIN SET patch_row = %row% END END SET_2DA_ENTRY %patch_row% 5 cols RESOLVE_STR_REF ~SHAPESHIFTER: This Druid is not called Shapeshifter because has access to a great variety of forms, but rather because of complete dedication to a single alternate form. This Druid has willingly allowed self to become infected with lycanthropy, but due to intense study and training has the ability to control affliction. The creature becomes is that of the werewolf, the most famous of the lycanthrope shape changers. Advantages: – 7th level: May Shapeshift into a normal werewolf once per day. – 13th level: May Shapeshift into a greater werewolf once per day. Disadvantages: – May not wear any armor. – No other Shapeshifting abilities due to the effort required in maintaining balance in primary forms.~ BUT_ONLY END ACTION_IF (FILE_EXISTS_IN_GAME ~kitlist.2da~) BEGIN COPY_EXISTING ~kitlist.2da~ ~override~ COUNT_2DA_COLS cols READ_2DA_ENTRIES_NOW rows cols FOR (row = 1; row < rows; ++row) BEGIN READ_2DA_ENTRY_FORMER rows row 1 ~kit_name~ PATCH_IF ~SHAPESHIFTER~ STRING_EQUAL_CASE ~SHAPESHIFTER~ BEGIN SET patch_row = %row% END END SET_2DA_ENTRY %patch_row% 4 cols RESOLVE_STR_REF ~SHAPESHIFTER: This Druid is not called Shapeshifter because has access to a great variety of forms, but rather because of complete dedication to a single alternate form. This Druid has willingly allowed self to become infected with lycanthropy, but due to intense study and training has the ability to control affliction. The creature becomes is that of the werewolf, the most famous of the lycanthrope shape changers. Advantages: – 7th level: May Shapeshift into a normal werewolf once per day. – 13th level: May Shapeshift into a greater werewolf once per day. Disadvantages: – May not wear any armor. – No other Shapeshifting abilities due to the effort required in maintaining balance in primary forms.~ BUT_ONLY END
  22. Nevermind, I figured it out! STRING_SET <StringRef> ~my text ~
  23. I just finished a mod for the Shapeshifter kit and I realized that the kit description in the character creator needs to be updated. Where would I find the file? I found that its on StringRef: 25225 for baldurs gate 2 and icewind dale, 24311 for Baldurs gate 1 Also what code would I use to change only the description? What I have so far is: COPY_EXISTING ~#####~ ~override/#####~ // updates kit description at character creation SAY 0x50: ~SHAPESHIFTER: This Druid is not called Shapeshifter because has access to a great variety of forms, but rather because of complete dedication to a single alternate form. This Druid has willingly allowed self to become infected with lycanthropy, but due to intense study and training has the ability to control affliction. The creature becomes is that of the werewolf, the most famous of the lycanthrope shape changers. Advantages: – May Shapeshift into the form of a lesser werewolf once per day every 2 levels (starts at 1st level with one use). – 7th level: May Shapeshift into a normal werewolf once per day. – 13th level: May Shapeshift into a greater werewolf once per day. Disadvantages: – May not wear any armor. – No other Shapeshifting abilities due to the effort required in maintaining balance in primary forms.~
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