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marchitek

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Everything posted by marchitek

  1. One more question from my side. Browsing IESDP I came up on ExitPocketPlane action. Is it somehow interfere with this solution?
  2. Scan all ITMs, build array of type that you need (e.g. armor). Based on array build script of blocks that check "IF equipped THEN drop it". Apply this script (e.g. with some invisible summoned creature or with cutscene).
  3. Version 0.5 is released. Changelog: Camera Lock (previously Character View Lock, now in Beta): added UI extension that allows for change of camera lock target or camera unlock, added improved UI handling when EEex available, added support for multiplayer games. More HP on Level One (now out of Beta): removed installation failure caused by companions with non standard classes, added maintaining of companion original hp rate during hp calculation. Remove Non-Combat Experience for BG1 EE v2.6 (no SoD support) Spells Regeneration (Beta) for BG1 EE v2.6 (no SoD support) See first post for more details.
  4. StartCutSceneMode() is also included there right? I'm wondering if I can execute with this script without entering cutscene mode.
  5. I have error during install on BGEE 2.6 without SoD. Component "BG1 Set Creature Randomizer -> BG creatures only - Keep enemies roughly similar in power" v1.1.1 (although in tp2 it is v1.00). ERROR: Failure("resource [catlim01.CRE] not found for 'COPY'") Please make a backup of the file: SETUP-GAENEMYRANDO.DEBUG and look for support at: GuardianAnubite Using Language [English] [English] has 1 top-level TRA files [gaEnemyRando/tra/english/setup.tra] has 5 translation strings No other mods. SETUP-GAENEMYRANDO.DEBUG
  6. I think it could be possible to simplify like this: to each set piece add dedicated spl state "while equipped" to equipment effects to one set piece add cast spell on condition "while equipped" to equipment effects (each round for one round duration), this is were your SPL would be applied to your SPL add: protections agains this spell (op318) if set piece spl state not present (one protection for each set piece), this need go at the begging of SPL ability effect list your set bonuses So one SPL in total, no EFFs. If you will want to make set bonuses more like "while equipped" then you need jump into this EFFs / SPLs maze (success is not guaranteed).
  7. Hm, from what I understood, this item just cast spell for one round. So if you are doing the same bonus should disappear 1 round after unequip of item (what would make condition not valid and result with no bonus renewal). But I agree it seems rather like a fallback solution.
  8. Just an idea. Here was discussed example of item that check condition every round and if met cast spell for one round. If you don't want this effect to be visible instantly in statistics, then maybe it would be simplest approach? It can be on one item and equipment order would not matter.
  9. I would only add that with TRUE all block are executed one after the other while in FALSE (default) variant they all executed "at once" (I'm not sure how this is exactly implemented but it seems like executed concurrently, "wait" in higher block not postpone execution of lower block). At least form my experience it seems to work like this. *** Actually, this is probably not true what I just said. I usually used TRUE variant when every block has the same cutscene id, that's why I had impression that they execute one after the other. Maybe in default mode it also work that way.
  10. Here you have item effects application order if you are wondering: https://gibberlings3.github.io/iesdp/appendices/effect_application_order.htm
  11. This can actually work for me. I would need to change summon spell I want to target to have unlimited duration and unsummon via script with some additional cleanup. Thanks!
  12. Could you give some link to your mod? This was creature added by your mod right? So you kind of know beforehand in creature script for how long it was summoned?
  13. Ah ok I seem my mistake. One thing is that I was thinking that every kit need to have entry in HPCLASS, but in my code I have fallback to class table anyway, so this works fine for me. My confusing was caused by "CEBEAR01" cre which has script name "Cernd" and I took it as joinable npc CRE (I use K4thos' JOINABLE_NPC_ARRAY macro). I juts saw that my code fails on BROWN_BEAR class in resource that has bear in name and I assumed this is that new character.
  14. In BG2 EE there is new companion with non standard class, by non standard I mean there is no entry in HPCLASS for this class and consequently hard to say which HP table this class will use. I guess mods can also add such companions to the game. My question is how HP progression looks like for such characters? Are they using warrior table (since HPWAR is default in HPCLASS) or just not progress at all (at least in standard way)?
  15. Hm. Maybe set effects could be applied with custom eff that is attached to every set piece. After this eff, protection against this eff should be applied, to protect against applying it more then once on game load. I suppose it should work that way. And then of course protection against this eff on every piece set if any other piece set is not equipped (this protection needs to go before eff application).
  16. I just realized that equipment effects are applied only in moment of equipment or on game load. This would make applying of set effects dependent on equipping order. Suddenly option with scripts doesn't seems that bad...
  17. Using scripts could produce strange results although should be possible. Second option seems better to me. You can apply some marker next to normal effects. Set bonuses you can apply with custom effs on one of the element and protect against this resources if marker not set. (Opcode 318) Marker could be splstate or anything you can create condition in splprot. Splstates are limited resources so better to use as little as possible. In your case it is kind of problem because the cleanest way would be to have one for every piece of every set. Just to clarify: I've never done that. I hope someone would correct me if I'm saying something stupid (what is very probable)
  18. Sure. It gets more complicated if you would like to handle everything, but one thing is tool to check dependencies between components, to check install order etc and other is tool for installation automation. If you are doing this second thing, you can relay on people to prepare correct YAML and your tool would fetch packages nad install it according to specification. What I had in mind was just something to generate modda YAML with all possible components for given mod and then I can manually delete those that I don't want in my installation etc. Components name are not required here (although I can agree if it would generate comments like in your example it would be super useful). I'm not sure I understand what those are. https://weidu.org/~thebigg/README-WeiDU.html#hevea_default212 You can use it to resolve component id: https://weidu.org/~thebigg/README-WeiDU.html#hevea_default557
  19. I like idea of such package manager approach. I don't think it is overengineered. Suggestions from my side: support for labels generation of yaml snippet from tp2 with all components included (easier to edit then write it from scratch) support for subcomponents and maybe READLN (unless it exists, maybe I missed that)
  20. Eh, I had a feeling that I am missing something simple. Thanks!
  21. Thanks! One more (hopefully last) noob question, not related strictly to topic, but probably not worth new one. How could I make use of such lua functions in game script? I found EEex_LuaAction(..) action that seems to be able to take lua code as argument, but something like this EEex_LuaAction("DbfUnlockScroll()") is not working for me. I tried to put my DbfUnlockScroll function in files like DbfTest.lua, M_DbfTest.lua, EEex_DbfTest.lua but neither works. Console show "attempt to call nil value", so it seems my function is just not visible inside EEex_LuaAction. So far I was able to use it inside UI.menu after appending it at the end of this file between ` signs.
  22. I'm experimenting with LockScroll and UnlockScroll actions recently and I would like to share some findings. Everything is tested on BGEE 2.6. 1. Game crashes when scroll is locked on summoned creature when summon duration expires. It is happening regardless if scroll was locked in creature script, with action override or with CTRL+P cheat key. It happens both for opcode 67 (tested on wizard eye) and opcode 127 (tested with wand of monster summoning). 2. Both actions have some not intuitive behavior during multiplayer game.Let say we have two players, each player controls one character: host controls Player1Fill and other player controls Player2Fill. From host perspective: a. executing C:Eval('ActionOverride(Player1Fill, LockScroll())') locks host scroll on Player1Fill, other player screen stays with no changes b. executing C:Eval('ActionOverride(Player2Fill, LockScroll())') host screen remains with no changes, other player screen is locked on Player2Fill (sic!) c. executing C:Eval('UnlockScroll()') when both players screens are locked unlocks it only for host, other player screen stays locked d. executing C:Eval('ActionOverride(Player2Fill, UnlockScroll())') when both players screens are locked, unlocks it only for other player, host screen stays locked (this is interesting since UnlockScroll normally doesn't have "active creature"). From other player perspective: a. executing C:Eval('ActionOverride(Player1Fill, LockScroll())') does nothing, it not locks host screen b. executing C:Eval('ActionOverride(Player2Fill, LockScroll())') does nothing, it not locks other player screen c. executing C:Eval('UnlockScroll()') does nothing, both players screens remains locked d. executing C:Eval('ActionOverride(Player2Fill, UnlockScroll())') when both players screens are locked does nothing e. executing C:Eval('LockScroll()') with hover on Player2Fill locks other player scroll, host screen stays unlocked f. executing C:Eval('UnlockScroll()') with hover on Player2Fill unlocks other player scroll, host screen stays locked Practical implication is that other player engine seems to ignore all UnlockScroll() actions from running scripts, what can potentially break cutscenes.
  23. Neat idea. I have a feeling it will show its real potential with spells, where there is no clear distinction between "RP" description and "STATISTICS" description in unmodded game (putting aside those general information about school, casting time etc).
  24. Ah, now all make sense. I was wondering why C:Eval('ActionOverride(..., LockScroll())') works differently when I apply it after dbl click on portrait and dbl click on "select all". But since hovering portrait is equivalent to hovering on creature, action override was skipped and action was applied at the end of action list instead of overwrite. Perfect! This runs much smoother and omits action list completely. So I can have two versions, one for non EEex and one for EEex installations. What is best way to detect if EEex is installed? Should it be done on installation time or rather in runtime?
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