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shohy

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  1. THX! I tried to set offset 0x40 to 2 and got the perfect VVC that orientates its facing direction.
  2. I went https://gibberlings3.github.io/iesdp/file_formats/ie_formats/vvc_v1.htm to see how a VVC works, and tried to make the game to select the appropriate bam sequence according to orientation of enemy. Firstly, I wrote SPRDRABU to 0x0008 on a new VVC file, as the SPRDRABU.bam with 9 sequences may be a fine example. Then set 0x0030 to 1. Secondly, I tried some value on 0x0038, 0x003c and 0x0040, and played the VVC in game, but nothing different happens. I also tried to check the Mirror X axis and Mirror Y axis on VVC, but the orientation of animation is always downward. Is that possible to change the orientation of animation through VVC?
  3. V0.4 Added a little visual effect better than nothing for shield bash. Fixed the problem that damage with Two-Handed Weapon Style was greater than expected. Fixed the problem that tohit of sudden strike with Sword and Shield Style may be greater than expected. The problem that the game could not be saved immediately after a battle was not solved, but the waiting time before saving the game is greatly reduced.
  4. V4.1 Kit descriptions of all bards will also be modified to show all of the adjustments (including instructions for the Chorus and Custom AI). The Custom AI and the Kit Adjustment are combined into one component.
  5. Thanks for the replies. I forgot to seek for details there.
  6. I've found how to modify the actual range of Lined up AoE or Rectangular AoE yesterday. But for many flags, e.g. Curved path, Pillar, Create iteration, Apply default spell, Falling path, Pop in and out, Touch, Negate IDS, Delay payload, Limit path length, Apply every hit on self... their functions are still unknown.
  7. I can't find the usages of some flags in projectiles, e.g. Triggered by inanimates, Curved path, Pillar... And I tried to modify the area size but it seems to have no effects on the actual range of Lined up AoE or Rectangular AoE. I've looked over the forum but can't find a detailed tutorial on projectiles. Could anyone help?
  8. The scripts exactly don't work when moving to another area. As the effectless only lasts for 0~5 seconds, and it's difficult to keep the invisible creature moving with the party, I decided to ignore this problem
  9. Effects of 2 proficiency slots for some of the Weapon Styles are quite overpowered in the early game. So I provided a component that reduces 2 proficiency slots to 1 as a restriction.
  10. Rebalance for Two-Handed Weapon Style, Sword and Shield Style, Single-Weapon Style and Two-Weapon Style, in order that all Weapon Styles are useful. All ajustments take effect only in combat, not in peacetime. One glitch: After a battle, the time to save the game may be delayed for a few seconds. Download here ///////////Compatibility//////////// This MOD doesn't modify any of the original game data, it only temporarily adds additional adjustments in combat, so it is compatible with everything. ///////////Components/////////// ①Rebalance for Weapon Styles [Single-Weapon Style] 1 Slot: +2 to attack speed, one special attack in each round for tripping your enemy, grappling him temporarily or flipping him to the floor. 2 Slots: +4 to attack speed, one special attack in each round for tripping your enemy, grappling him or flipping him to the floor for a slightly longer duration, with 10% chance to disarm his weapons (only affects humanoids). The tripping takes effect when the enemy's strength does not exceed the character's strength by more than 2 points. The enemy can also make a save vs. breath with a +4 bonus to avoid being tripped (-1 save penalty for every 5 levels of the attacker). A hasted character can make two trip attacks in one round. Some creatures (such as wraiths or slimes) can not be tripped. [Two-Handed Weapon Style] 1 Slot: +1/2 attack per round. 2 Slots: +1 attack per round. Strength modifier to your melee damage is increased by 50%. [Two-Weapon Style] -1/2 attack per round, unless 5 proficiency points are put into Two-Weapon Style (See the component 'More proficiency points can be spent to all Weapon Styles'). 0 Slot: -2 to melee damage. 1 Slot: -2 to melee damage while +1 bonus to melee AC. 2 Slots: -1 to melee damage while +2 bonus to melee AC. 3 Slots: +2 bonus to melee AC. [Sword and Shield Style] With a shield that blocks the enemy's view, you can make a sudden strike with +2 bonus to attack rolls per round. 1 Slot: +1 bonus to melee AC, one additional shield bash on nearest enemy per round besides normal attacks, which can break down your enemy's defense (-2 penalty to AC) for a while and knock him back. The enemy can make a save vs. breath with a +4 bonus to avoid the shield bash (-1 save penalty for every 5 levels of the attacker). 2 Slots: +2 bonus to melee AC, one additional shield bash on nearest enemy per round besides normal attacks, which casues stunning damage of 1D4 + strength modifier and an extra stunning check. The enemy can make a save vs. breath with a +4 bonus to avoid being stunned (-1 save penalty for every 5 levels of the attacker), but he'll still suffer a defense break and being knocked back. A hasted character can cast sudden strike and shield bash twice in one round. [Unarmed (Monks only)] One special attack in each round for tripping your enemy. When the monk has something in his hand, his special attack works as a tripping of rank 1 Single-Weapon Style. While nothing in hand, it works as a tripping of rank 2 Single-Weapon Style. ②More proficiency points can be spent to all Weapon Styles When each Weapon Style reaches rank 2, it automaticly decreases to rank 1 in exchange for +1 bonus to melee damage, melee AC, tohit and attack speed. There's no more decline when it reaches rank 2 again. When Two-Weapon Style reaches rank 3, it decreases to rank 2. When it reaches rank 3 again (5 points invested totally), the penalty of -1/2 attack per round no longer exists. ③Detailed ajustments for different weapons If you have an one-handed light weapon (dagger, short sword, wakizashi, etc., or with bare hands) in one hand with another hand unarmed, your dexterity modifier is added to THAC0 (the bonus is 1, 2, 3, 4, 5 when dexterity reaches 16, 17, 19, 21, 24); if the other hand is armed, there is no dexterity modifier, but +1 bonus to melee AC and off-hand THAC0. If you're using a two-handed light weapon (spear, staff), you gets +1 bonus to melee AC and THAC0. If you have an one-handed long-edged weapon (scimitar, long sword, bastar sword, katana, etc.) in one hand with another hand unarmed, you have 30% chance to exert a small AOE with slashing damage of 1D6 plus 50% of strength modifier. However, the direct damage of this attack is reduced by 3 points and minus 50% of strength modifier. If the other hand is also armed, the probability of exerting AOE is halved. If you're using a two-handed long-edged weapon (two-handed sword in original game, two-handed katana and bastar sword provided by other MODs), you have 60% chance to exert a larger AOE with slashing damage of 1D10 plus 50% of strength modifier (as the Component of 'Rebalance for Weapon Styles' raises the two-handed strength modifier to 150%, the modifier here is actually 75% of the original strength modifier). However, the direct damage of this attack is reduced by 5 points and minus 50% of strength modifier. There is also an AOE with a two-handed halberds, but the probability is 30%. For convenience, such AOEs won't hurt teammates. If you have an one-handed bludgeon weapon (war hammer, mace, flail, morning star, etc.) in one hand with another hand unarmed, you have chance (grows with your strength, 0% at 10 str, 30% at 25 str, half for one-handed axe) to exert a mighty blow, which can break down your enemy's defense (-2 penalty to AC) for a while and knock him back (save vs. breath). If the other hand is also armed, the probability of mighty blow is halved. If you're using a two-handed hammer (provided by other MODs), you have chance (grows with your strength, 0% at 10 str, 45% at 25 str, half for two-handed axe from Icewind Dale or other MODs) to exert a mighty blow, which can stun your enemy or even knock them down. The enemy who makes a save vs. breath only suffers a short penalty of -2 to AC and knocking back. If you're using an one-handed weapon with tripping property (axe, war hammer, or one-handed halberd provided by other MODs), you obtain one special attack in each round that can hook your foe's weapon, aromr or limbs to drag him. The enemy loses his balance (-4 penalty to AC and THAC0) for a short while unless saves vs. breath. If you're using an two-handed weapon with tripping property (halberd, or two-handed axe and war hammer provided by other MODs), you obtain one special attack in each round that can hook your foe's weapon, aromr or limbs to drag him down to the floor unless saves vs. breath, with 10% chance to disarm his weapons (only affects humanoids). The dragging takes effect when the enemy's strength does not exceed the character's strength by more than 2 points. A hasted character can make two dragging attacks in one round. If you're using an two-handed spear, you get +2 to damage. For the special attacks above that require save vs. breath, the enemy can make save with a +4 bonus, and with -1 save penalty for every 5 levels of the attacker. ④Similar benefits for enemies Enemies can also gain some weapon effects against players, but they are not accurate: Enemies of warrior classes that hold spears, staves or halberds are treated to be rank 2 in Two-Handed Weapon Style, for non-warrior classes they're treated to be rank 1. Enemies of warrior classes that hold shields are treated to be rank 2 in Sword and Shield Style, for non-warrior classes they're treated to be rank 1. Enemies of warrior classes without shields in hands obtain +1/2 attack per round. Enemies with one-handed light weapons gain dexterity modifier on THAC0; Enemies with two-handed light weapons gain +1 bonus to melee AC and THAC0. Enemies without shields in hands who equip long-edged weapons, bludgeon weapons, or weapons with tripping property, can also cast cleave, mighty blow and hook attacks. Such special attacks are switched to two-handed version whe their strengths are over 18. Hostile monk gains a trip attack per round, which acts the same as trip attack of rank 2 Single-Weapon Style. ///////////Version History/////////// V 0.4 Added a little visual effect better than nothing for shield bash. Fixed the problem that damage with Two-Handed Weapon Style was greater than expected. Fixed the problem that tohit of sudden strike with Sword and Shield Style may be greater than expected. The problem that the game could not be saved immediately after a battle was not solved, but the waiting time before saving the game is greatly reduced. V 0.3 Fixed a serious problem that causes game crashing. Fixed some detailed bugs. Increased damage of cleave (50% of strength bonus). V 0.2 Fixed some problems. New components: 'Detailed ajustments for different weapons' and 'Similar benefits for enemies' V 0.1 Components: 'Rebalance for Weapon Styles' and 'More proficiency points can be spent to all Weapon Styles'
  11. V0.4 Fixed the occasionnally shortage Isaac's Lesser Missile Storm caused by clerical errors.
  12. here to download This MOD adds Isaac's Missile Storm spell series to the Baldur's Gate game. Only Enhanced Editions are supported. After installation, Isaac's spell notes can be purchased at the shops of: Thalantyr (high hedge) Habasedlin (witchcraft grocery store, SOD only) Liebard (adventurer bazaar) Lazarus Libalus (Sarah governor) If you've already visited these stores before installing this MOD, you need to restart a game. Version History: V0.4 Fixed the occasionnally shortage Isaac's Lesser Missile Storm caused by clerical errors. V0.3 Fixed the damage of Isaac's Lesser Missile Storm. Modified detailed action that the caster can't do other actions during the firing of missiles. V0.2 Fixed the incorrect damage amount of maximized Isaac's greater missile storm. Reduced the time from the success of casting to the appearance of missiles.
  13. Shamans in Baldur's Gate cannot move while dancing, but there is no beast of burden in the game that can carry them. So I have an idea that they may be carried by teammates. here to download [MOD effects] A shaman get an ability to "Grant Carrying Permission" to be casted for only once at level 1, allowing a teammate to carry the shaman himself to the destination without interrupting his dance. The teammate has permanently acquired a new ability of "Carry the Shaman". Cast this ability (requires a strength of at least 16) while standing at a dancing shaman's side and then the shaman'll move with you. This ability can be casted for once in each round. A shaman also get a high-level ability "Grant Transfer Permission" to be cast for only once, allowing a teammate to act as a agent to teleport onto the destination together with the shaman himself without interrupting his dance. The teammate has permanently acquired a new ability to "Transport the Shaman". There are no restrictions on distance and strength for applying this ability. Click on the destination to perform the teleportion. This ability can be casted for once in each round. [Notes] The shaman must have started dancing before the carrying work begins. The work begins with pressing of the ability button and lasts for 1 round. If the teammate is not close enough to the shaman and the shaman does not reach level 15, the moving will not begin. It begins as soon as the teammate gets close to the shaman manually. The teammate cannot hide, sing, turn undead or detect trap, but he can stop moving at any time to attack or cast. The shaman will drop off after 1 round. When the shaman reaches level 15, the teammate does not need to approach the shaman. He will be automatically summoned to the shaman's side and then starts his work. If there is more than one shaman in the team and are all dancing near the hauler, he'll carry the one who joins the team first. Magic images, such as project image and simulacrum of the shamans, can not be carried. [Version History] v0.2 Fixed the problem that the carrying work cannot being when amout of summoned creatures reaches the upper limit. Since the shaman and the hauler were difficult to pass through terrains such as narrow doors in the previous version, the hauler can walk freely now. The different moving speed is also cancelled. To avoid breaking game mechanism, destination of "Transport the Shaman" is limited within visual range.
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