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Exal

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  1. Thanks, i'll try 0.9.49. Since it's just for component cantrip lvl1 et wand cantrip i should be good.
  2. Ok, tanks for the answer and this awsome mod !
  3. Hello, was wondering if i could use the current release and drop the French traduction commit on top? Or wil it break thing? And for the cantrip component, can i install lvl1 cantrip AND wand cantrip simultaneously? I really love the lvl1 cantrip idea, but i also love the idea of getting rid of sling. On a related note, for the wand cantrip, since it's an attack if i select my mage and click on a enemy to attack, it will use the wand by default?
  4. Well that componant makes all lvl1 spells unlimited in use (while nerfing them). But the question is more general, is it possible to change how a character act when i click to attack something, so that instead of using any weapon the character use a spell?
  5. It wooooooooooooorrrrrrrkkkkkks !! @morpheus562 @Enigmajazz Thanks for the help ! First problem solved. Now, i would like to use Tome & Blood, the cantrip part. But looking at the Tome & Blood part of your script it seems it's only for a change in invisibility. How complex would it be if i wanted my mage to cast Magic Missile by default when i click to attack an enemy (since magic missile has unlimited use but is nerfed with T&B). I could chose to cast something else in between 2 magic missile but once the other cast is finished it would default back to Magic missile. I'd like my mage to use magic not a F**ing sling
  6. It works on a light install. It's just that i did not knew there could be a problem with too many spell WeiDU.log
  7. Sorry i don't understand, if you mean a mod that would assign another spellstate to mage armor, then no. I cheked doing a changelog for splstate.ids So if i remove the golem mod i should be good? Edit : i pasted quick and dirty an install and change manualy the spellstate for MAGE_ARMOR in splstate.ids and inside the spwi102.spl but it's not working. change-log.zip splstate.ids
  8. Hmmm, found something on beamdog about SPLPROT opcode328 you can't go past 255. But only on SPLPROT. I think mage armor is linked to SPLPROT but would need confirmation by someone that know is stuff ^^ https://forums.beamdog.com/discussion/53741/splstate-ids-and-opcode-326-help
  9. Ok, after more reshearch : In splstate.ids i had MAGE_ARMOR on 258 in splstate.ids and 260 in spwi102.spl GOLEM_CURSE on 260 in splstate I tried a lot of convoluted stuff then something simple, i reainstalled Enhanced Powergaming Script since GOLEM_CURSE was created by EPS. Now i have MAGE_ARMOR 258 in splstate and spwi102.spl Am doing a new install to confirm. Edit : That was not it. ;'(
  10. @morpheus562 i decided to go down the rabbit hole with some help on the french side of things. Here are my findings ! Edit : note that my character is spamming mage armor without having to tell him to prebuff, don't know if it's important Script bloc that is spamming Mage Armor IF OR(2) ActionListEmpty() EEex_LuaTrigger("return AmAttacking()") Global("BDAI_DISABLE_DEFENSIVE","LOCALS",0) OR(2) !GlobalTimerNotExpired("MO_SpellCastTimer","LOCALS") CheckStatGT(Myself,0,AURACLEANSING) !GlobalTimerNotExpired("MO_ItemUsedTimer","LOCALS") OR(2) !StateCheck(Myself,STATE_INVISIBLE) !Global("BDAI_SKILL_MODE","LOCALS",2) !See([EVILCUTOFF]) !EEex_LuaTrigger("return AmMoving()") HaveSpell(WIZARD_ARMOR) // SPWI102.SPL (Armure de Mage) !CheckSpellState(Myself,MAGE_ARMOR) CheckStatLT(Myself,20,SPELLFAILUREMAGE) !CheckStatGT(Myself,0,CLERIC_INSECT_PLAGUE) !StateCheck(Myself,STATE_POISONED) !StateCheck(Myself,STATE_SILENCED) Global("MO_CastAthkatla","LOCALS",1) !CheckSpellState(Myself,WILD_MAGIC_AREA) !CheckSpellState(Myself,DEAD_MAGIC_AREA) THEN RESPONSE #100 DisplayStringHead(Myself,321164) // Running block 199 of BDDEFAI.BCS SetGlobal("MO_SpellCast","LOCALS",1) SetGlobalTimer("MO_SpellCastTimer","LOCALS",ONE_ROUND) SetInterrupt(FALSE) Spell(Myself,WIZARD_ARMOR) // SPWI102.SPL (Armure de Mage) SetInterrupt(TRUE) END Effect applied by spwi102.spl Effect 0: Type: Apply effects list (326),Target: Preset target (2),Power: 0,Unused: 0,Creature type: STAT SPELLPEN = 1 (225),Timing mode: Instant/Permanent until death - 1,Dispel/Resistance: Natural/Nonmagical (0),Duration: 0,Probability 1: 100,Probability 2: 0,Reso Effect 1: Type: Apply effects list (326),Target: Preset target (2),Power: 0,Unused: 0,Creature type: STAT SPELLPEN = 2 (226),Timing mode: Instant/Permanent until death - 1,Dispel/Resistance: Natural/Nonmagical (0),Duration: 0,Probability 1: 100,Probability 2: 0,Reso Effect 2: Type: Remove effects by resource (321),Target: Self (1),Power: 0,Unused: 0,Type: Default (0),Timing mode: Instant/Permanent until death - 1,Dispel/Resistance: Natural/Nonmagical (0),Duration: 0,Probability 1: 100,Probability 2: 0,Resource: SPWI102.SPL (Arm Effect 3: Type: AC bonus (0),Target: Self (1),Power: 1,AC value: 5,Bonus to: ( Set base AC to value(4) ),Timing mode: Instant/Limited - 0,Dispel/Resistance: Dispel/Bypass resistance (3),Duration: 2400,Probability 1: 100,Probability 2: 0,Unused: 00 00 00 00 00 00 00 Effect 4: Type: Set spell state (328),Target: Self (1),Power: 1,Unused: 3,State: MAGE_ARMOR - 260,Timing mode: Instant/Limited - 0,Dispel/Resistance: Dispel/Bypass resistance (3),Duration: 2400,Probability 1: 100,Probability 2: 0,Unused: 00 00 00 00 00 00 00 00 h,# Effect 5: Type: Modify script state (282),Target: Self (1),Power: 1,Value: 3,State: Scripting State 5 / Defensive Modifier (4),Timing mode: Instant/Limited - 0,Dispel/Resistance: Dispel/Bypass resistance (3),Duration: 2400,Probability 1: 100,Probability 2: 0,Unused: Effect 6: Type: Display portrait icon (142),Target: Self (1),Power: 1,Unused: 0,Icon: Armure magique (12),Timing mode: Instant/Limited - 0,Dispel/Resistance: Dispel/Bypass resistance (3),Duration: 2400,Probability 1: 100,Probability 2: 0,Unused: 00 00 00 00 00 00 00 Effect 7: Type: Play sound (174),Target: Self (1),Power: 1,Unused: 0,Unused: 0,Timing mode: Delay/Permanent - 4,Dispel/Resistance: Dispel/Bypass resistance (3),Duration: 2400,Probability 1: 100,Probability 2: 0,Resource: D5EFF02.WAV,# dice thrown/maximum level: 0,Di Effect 8: Type: Play visual effect (215),Target: Self (1),Power: 1,Unused: 0,Play where?: Over target (attached) (1),Timing mode: Instant/Limited - 0,Dispel/Resistance: Dispel/Bypass resistance (3),Duration: 3,Probability 1: 100,Probability 2: 0,Resource: ICARMOR.VV Effect 9: Type: Protection from spell (206),Target: Self (1),Power: 1,String: <NO TEXT>,Unused: 0,Timing mode: Instant/Limited - 0,Dispel/Resistance: Dispel/Bypass resistance (3),Duration: 2400,Probability 1: 100,Probability 2: 0,Resource: SPWI317.SPL (Armure Fantom Effect 10: Type: Protection from spell (206),Target: Self (1),Power: 1,String: <NO TEXT>,Unused: 0,Timing mode: Instant/Limited - 0,Dispel/Resistance: Dispel/Bypass resistance (3),Duration: 2400,Probability 1: 100,Probability 2: 0,Resource: SPWI414.SPL (Armure Spirit My understanding is not the best but, since it applies MAGE_ARMOR at effect 4 it should not cause problem no? And last, is the effect applied on the save on the screenshot. Is there anything easy that you see from those info? (spwi102 is only affected by SR, i did a changelog)
  11. I think i need to switch to SR Revised or let go of spell rev. It also mean that i need to switch to Item Revision revised if i want full compatibility. Problem is that they are not translated so it makes the install with BWS_FR dicey I did not see in the compatibility section that it was the revised version ^^
  12. Ok bad explanation on my part i only have Spell Rev that modify spells, no 5e casting. But am gessing that sr_ stands for Spell Rev in your files Thanks for the replay, so much more complicated than i though
  13. Hello, i'm having the problem with spell rev (4.19rc4) where my sorc is spamming mage armor. @morpheus562 i'm gessing that if i want to keep spell rev i have to make a small modification in your script. Would it be possible for you to guide me in this modification? Edit My install is with BWS (it's maintained for FR) I found mocore.baf in Steam/common/BG2EE/enhanced-powergaming-script/baf/normal and opened it with Near Infinity, but all reference to mage armor seem to be related to 5e spellcasting. It's checking spell state MAGE_ARMOR In SPWI102.SPL it says that the spell applies State : MAGE_ARMOR spell state 328 and modify script state 282 Edit2 So i kept digging and there is a SPWI102u.SPL inside the overwrite folder, i think it's the one from SpellRev from my understanding it overwrite the SPWI102 and give innate ability 171 Effect type 171 directly apply the spell specified by the ressource key wich is SPWI102.SPL. So the problem is the spell is not cast? but directly applied?
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