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About Ardanis

  • Rank
    A very GAR character
  • Birthday 11/27/1985

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  • Location
    Saint-Petersburg, Russia
  • Interests
    CRPG, anime, music

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  1. Ardanis

    Some questions about scripts

    It's a hex sum of bits, each responsible for one of debilitating states. E.g. confusion, feeblemindedness, silence, various deaths etc. If at least one is true, then the sum is also true.
  2. Ardanis

    SCS v32 and the difficulty slider

    If it's any consolation, SoD also used dialog for jumping between chapters and editing PC's stats.
  3. It's faster to just make them in DLTCEP. At least I've made several hundreds of them for SoD, and at no point wished for code option to do so. Don't think exploding party members was ever a thing in original content.
  4. Ardanis

    SCS v32 and the difficulty slider

    It took me a minute of staring to notice
  5. Ardanis

    Choosing a License for Your Mods

    It's utterly beyond me why on earth anyone would ever want to license a mod, unless it ships already licensed content - like music or art you are not author of, as Rhaella mentioned. Other than that, it just makes you look ridiculous.
  6. Ardanis

    SCS v32 and the difficulty slider

    Tablet users are not human anyway, so we can skip on extending human rights protection on them
  7. Ardanis

    SoD and Faerie Fire

    I think there's only one encounter where enemies have access to Faerie Fire, and checking the script I see no problem if they'll mistakenly use Sunscorch instead. If anything, it's to their advantage rather than not.
  8. Ardanis

    [Solved] REPLACE_ACTION_TEXT as a Timer Solver?

    Also the reason I now prefer to play games with preset protagonists and bare minimum dialog options, rather than generating and controlling "you, the player" proxy.
  9. Ardanis

    [Solved] REPLACE_ACTION_TEXT as a Timer Solver?

    Just offer 2-3 choices you think best balanced, and add external settings.ini with variables for power users to edit.
  10. Ardanis

    SPELL.IDS coding discussion

    I'm not very familiar with what Subtle's mods really do or how they're coded, but my understanding is that if M&G wants to make innate copies of wizard spells, and if it doesn't detect Shout in the game then it simply adds it directly into innate slot. And if another mod later adds Shout to wizard slot, then M&G bards will be stuck with their own version, as it won't be updated by ADD_SPELL. I can see how it might become an issue, but I would just skip Shout altogether if the mod can't detect it. Bards are, after all, inferior casters compared to wizards - even if some editions grant them spells unavailable to any other class.
  11. Ardanis

    Detectable spells discussion

    Nah, that'd be me, I re-coded v3 from scratch, as it was simpler than risking missing something in older code. Yours was only the idea which I copied, I think
  12. Ardanis

    Detectable spells discussion

    I'm pretty sure 3.95 should keep duplicates when sorting... During SoD development the QA department insisted the stats 176-182 shouldn't be used for detection because they also affect thief skills, so we skipped those in the EEs. But since mods have been long using those stats, I added a switch to keep them, as well as duplicate labels, so that both the existing mods reliant on those stats and any future ones expecting EE's names there wouldn't fail to compile. PS I *think* it should keep them... not sure atm anymore.
  13. Ardanis

    Detectable spells discussion

    Well, DS has a long history of updates and maintainers... Ascension was the first one, and used direct file overwriting. Then Horred updated the stats it was using. Then either Cam or Bigg made it into re-installable patch. Then David further optimized it for SCS. Then SR started to shuffle effects between existing SPLs, so I took it over to make patching more dynamic and crossmod friendly. Then I added new EE features like spellstates. And now David's back in business and grabbed it back for SCS v32
  14. Ardanis

    Detectable spells discussion

    I believe it wasn't updated to 3.1 or 3.95, hence it used its own fix for sorting problem discovered later: ...which is the same thing. I requested SORT_ARRAY_INDICES some years ago, and in the meantime coded a local function for DS. Stat names have been updated in EE v2.0 to better reflect what they do, so MELEE_THACO_BONUS have become "official". DMWW_SLOT_xxx were mostly older "don't use it" names first introduced in SCS long, long ago. 3.95 should have all the issues discovered since 2010 fixed and be sufficient for normal users who just want the spells flagged correctly. The 3.95_dw shipped with SCS v32 has a bunch of updates and new functionalities added, which I have briefly checked by diagonal and they seemed fine. They're still new though, and at least one issue have been discovered and fixed between release candidates. It should be noted that David doesn't exactly qualify as "normal" user so I can trust he knows what he's doing and why. One possible point of concern - his version may have some dependencies on SCS-specific environment, so I'd wait until updated SCS is out before trying to update other mods to it. It's fine. DS re-installs itself each time, and tries to fix known issues in previous versions if they can't be eliminated by mere re-install. Hmm, probably not...
  15. Think of ~a~ STR_CMP ~b~ as a shorthand for NOT (~a~ STRING_EQUAL ~b~).