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pete_smith1229

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Everything posted by pete_smith1229

  1. Interesting idea, I'll note this when I start scripting. Thanks!
  2. Still a good idea, once I get into scripting I can test how to charge wands. Thanks!
  3. Haven't even looked into .BCS scripting yet so I'll take your word for it. Equipping gems and having them a one-time use is actually a pretty good suggestion, I think I'll play around with this idea. Thanks!
  4. In BG1 and IWD1, gems don't really have much use except for selling. In BG2, some can be used to upgrade various items. A long time ago, I read some of R.A. Salvatore's books and remembered a scene where two mages were having a friendly competition as to who would kill more against a horde of enemies. One (if not both) mage had a pouch containing gems which he used to cast his spells. Using the NI tool, I've created wands with charge abilities and was thinking if it could be possible for the charges to only be cast if certain gems are in the inventory. Could such a mechanic be introduced to BG/IWD or is there an existing mod which has something of a similar idea?
  5. Thanks all, this is very insightful. Wasn't aware that some opcodes are more of less generally hard-coded with certain triggers. Sounds like it would be too much trouble in trying to remove the stun icon so will leave it at that
  6. @CamDawg Thanks. Funnily enough, sleep and poison have an "icon" field where you can select the portrait icon and these can be removed without curing the status. Stun doesn't have an icon field so I wonder why some status conditions have this and others dont...
  7. Using NI, I've created a spell for IWD:EE which causes stun using opcode "Stun (45)". I created another spell which is supposed to remove the portrait icon for stun but it doesn't seem to work. I've tried both opcodes "Remove portrait icon (240)" and "Prevent portrait icon (169)" but the stun icon is always present until the duration. Any advice?
  8. Works great! Initially after setting "Set spell state (328)", I couldn't find the new spell state I made. Took me a while to realise that I had to change the Mode parameter from "IWD mode" to "IWD2" mode (for whatever reason). Then I could find the new spell state and it works. Thanks again!
  9. @subtledoctor @jmerry, I understand in terms of the design of the system that characters suffer penalties when using non-proficient weapons. Interesting to see other ways to restrict characters from using certain weapons, I'll investigate further what would be ideal for my mod. I'll also take a look at these "Refinements’ Use Scrolls code". Thanks again! It's a shame there doesn't seem to be a lot of collaboration between Beamdog and Gibberlings3, I think the potential is massive for such a company to work directly with the community in improving the game engine instead of as bug testers...
  10. @subtledoctor Thanks, I downloaded your misc_functions.tpa along with others considering I'm using quite a few of your macros!
  11. @mickabouille Interesting, don't think I've seen those mods before. Thanks for sharing!
  12. I'm trying to create a spell which activates when certain effects occur. I've created icons which appear for portraits and the Record section for these effects (e.g. a damage over time effect, similar to poison but does other forms of damage like electric). I'm not sure if spell states are tied to icons or not. Is it possible to create a state so that it can be used in the "Apply effects list (326)" parameter?
  13. A fighter can pretty much equip any weapon unless it is class/attribute specific. But can it also be proficiency specific (i.e. fighters can only equip axes if they have at least one point in the Axe proficiency)?
  14. @subtledoctor Sounds like a good plan, thanks! I noticed IWD:EE doesn't have a CLAB file for true class mages since they don't gain any abilities (unlike in BG:EE) so I created one using "CLABMA01.2DA" which I fortunately found in one of the threads you responded to:
  15. @jmerry Yes, modding icewind but I wasn't aware of abilities being removed and reapplied when party member leaves/joins. Good to know when modding BG, thanks!
  16. Got it working. Used the NI tool to find the relevant "CLABXXXX.2da" files (e.g. "CLABBA01.2da" for bard), manually edited the entry at a specific level and changed it to reference a new spell with the Display String parameter. Now I can script this. Thanks again @subtledoctor
  17. Similar to when a character reaches the experience threshold to level up, there's a message in the text window (or chatbox?) which appears as: CharName: Level Up Is it possible to write a message like "Special abilities gained" when a character reaches level 20 and another message at another specified level?
  18. @subtledoctor Ahhh, was too busy focused on my own mod and not taking into account other mods which may also change the same parameters. That's a great tip, thanks again!
  19. According to the wiki, 7 seems to be the threshold value when a character suffers fatigue. @subtledoctor I replaced the "xx" with "7" and the script works absolutely perfectly. Thanks again!
  20. @jastey Thanks, I read some of the posts in your 7th member thread. I'm not running any other mods (I'm modding IW:EE so there's not many compared to BG:EE) so hopefully the fatigue variable won't be an issue (if I get it to work!).
  21. @subtledoctor You've really helped me a lot lately and I appreciate it greatly, thank you. I'll follow your advice and see how far I get. There's a few threads in this forum which describe fatigue so I'll investigate and report back.
  22. I've created a spell which executes the first effect. Is it possible for when the caster is suffering from fatigue, a second effect is cast? Using NI, I can get the second effect to happen for other conditions using the CAST SPELL ON CONDITION parameter by calling a second spell containing the second effect but I can't find an option for the second spell to trigger with the fatigue condition so I'm wondering if this is possible.
  23. @subtledoctorabsoutely beautiful! Followed your example of using ALWAYS, putting the definitions in another file and calling it from the main script. Now it works a treat, many thanks!
  24. I've manually edited the "/overide/tooltip.2da" file and added extra columns along with the correct string values so now the tooltips for each ability shows the correct names. Unfortunately, the charges for each item ability gets messed up if there's more than 3 abilities. I've added 6 item abilities and if I use any of the 3rd/4th/5th/6th ability, all charges get depleted. It is mentioned here and here that adding new headers would result in using the same charge as the first "extended header" (or column). Is there a way of getting round this when playing with more than 3 item abilities?
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