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Ardanis

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Posts posted by Ardanis

  1. Slight correction - SetGlobalTimer() transforms its argument into time (multiply by 30, iirc) rather than adding to game time directly. So if you need to adjust a timer, increment it by time_in_seconds*30. Or 15, don't remember.

    Realistically though, there's not much use for this feature other than setting variable to 0 to manually expire the associated timer. For anything else, be prepared to have to debug and fix your script logic.

  2. You could try Range("calkan",999), but I don't remember any hiccups with InMyArea(). Other than making sure you've double checked you don't accidentally trigger another state with the same text, and that it's exactly InMyArea() that blocks it and removing it makes the trigger return true, I can't really think of anything else.

    Exists() ignores area check and will return true even if the object EscapeArea()'s, so it's not something you'd normally want to use unless you know what you're doing.

  3. Note that double caution needs to be exercised when employing Activate()/Deactivate()/IsActive() functionality. During SoD development it led with a significant margin in the number of caused issues, compared to any other scripting function.

    In particular, I would add this after those two blocks to ensure no further script action would accidentally trigger while the actor is inactive:

    IF
        Global("ACTIVE","LOCALS",0)
    THEN
        RESPONSE #100
            NoAction()
    END
  4. On 8/30/2019 at 2:46 PM, Guest Arthas said:

    Ardanis genie

    Same person.

    On 8/30/2019 at 12:38 PM, jastey said:

    Arthas This discussion is not about the legal aspect of copyright. I'm a bit disappointed that you think it's "no point" because modders cannot force copyright onto their mods/in all countries. I am sure you understand that there is more to it, like showing respect for the creation of others, etcpp?

    The point they're trying to make is that respect can only ever be given by one's free will, to whom they deem worthy of it. The moment you require someone to show you respect is the moment you lose it.

     

    PS F invision.

  5. On 8/29/2019 at 8:01 PM, Drakensang said:

    you've illegally deleted his comment and shown your immense hypocrisy. You've come undone, GeeThree. You've no ground to stand upon

    Are you who I think you are?🤠

  6. My approach to copyright is very simple - 1) no one is authorized to do anything with my works without my explicit agreement, 2) no one is authorized to enforce 1 or persecute for its breach on my behalf without my explicit agreement.

  7. The AttackedBy()/HitBy() positives get stored by the recipients, so you'll probably have no choice but to update their scripts with something like this to dismiss a positive

    IF
      AttackedBy() // attacked by friendly
      Global("dont_red","locals",1) // set by your effect
    THEN
      RESPONSE #100
        SetGlobal("dont_red","locals",0)
    END

    Getting a list of scripts might be tedious, though.

  8. 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.

  9. 1 hour ago, CamDawg said:

    In an NPC mod--or a quest mod--your primary goal is to tell a story, and development should have that as a primary focus. More options are welcome, of course, but a well-written NPC will be better received than a less well-written mod with 18 install options, and your most precious resource (time) should be spent accordingly.

    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.

  10. 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. 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.

  12. 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 :)

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