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Mike1072

Gibberling Poobah
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    2,537
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About Mike1072

  • Birthday 04/07/1988

Profile Information

  • Gender
    Male
  • Location
    Canada
  • Mods Worked On
    Item Revisions, Shadow Hand, Spell Revisions, Kit Revisions

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  1. Mike1072

    Revised SCS

    As of SCS v32 RC1, SCS has included additional built-in support for Spell Revisions, so Revised SCS is no longer needed.
  2. Mike1072

    New engine

    That stuff is all legitimate and enabled deliberately. They're not tracking cookies. If you're concerned about what Google does when you request fonts, check out their FAQ. fonts.googleapis.com // Google Fonts fonts.gstatic.com // Google Fonts secure.gravatar.com // service used to fetch avatars twemoji.maxcdn.com // service used to handle emoji content.invisioncic.com // forum content The requests you saw to i.imgur.com and www.shsforums.net are probably due to content in specific posts. I'm not sure what would cause a request to www.shsforums.net, but embedded images from i.imgur.com make perfect sense.
  3. Mike1072

    New engine

    That's... interesting. Fixed.
  4. Mike1072

    Some Concerns About V4

    The main reason for the separate packages is to have an easy-to-install-on-Windows package and an easy-to-install-on-Mac package. The Windows self-extracting archive contains install instructions that may be helpful for new users. The Mac archive is packaged specially so that the mod can be installed by double-clicking the .command file (instead of needing to use the terminal).
  5. Mike1072

    Some Concerns About V4

    SRR is not set up as a separate mod - it just changes the SR installation files. You extract SR, extract SRR on top of it (replacing the SR files), then install SR.
  6. Mike1072

    Some Concerns About V4

    Download the SRv4b16 OS X package. Download SRR. Extract the contents of SR. Extract the contents of SRR on top of SR. Ignore setup-spell_rev.exe and use setup-spell_rev.command to install the mod.
  7. Mike1072

    New engine

    Yes, you can manually convert links for the time being. Old Topic Link: https://www.gibberlings3.net/forums/index.php?showtopic=2819 New Topic Link: https://www.gibberlings3.net/forums/topic/2819-a/ (you can use anything in place of the 'a' in '2819-a') Old Post Link: https://www.gibberlings3.net/forums/index.php?showtopic=29694&do=findComment&comment=263313 New Post Link: https://www.gibberlings3.net/forums/topic/29694-a/?tab=comments#comment-263313 (you can use anything in place of the 'a' in '29694-a')
  8. Mike1072

    New engine

    Attachments should now be fixed. I'm afraid there is no BBCode editor. Regarding your post, I can see that it got mangled, and things are a little wonky when you go to edit it. I was able to unmangle it by copying and pasting the relevant pieces to reassemble the post, then replacing the mangled version with that, but I didn't save my changes. One thing I've noticed when working with block elements like quote boxes is an occasional difficulty to insert information between them when they are right after one another, or to insert information before one that's at the start of the post or after one that's at the end of a post. To work around that, you can insert a paragraph somewhere else and then drag the little Move symbol on the top-left of a block element to reposition it.
  9. It's .pvrz (not .prvz). I can't speak to best practices on .tis/.pvrz, but you can simplify the logic to reduce code duplication. COPY ~mymod/areas/myarea.are~ ~override~ ~mymod/areas/myarea.tis~ ~override~ ~mymod/areas/myarea.mos~ ~override~ ~mymod/areas/myarea.wed~ ~override~ ~mymod/areas/myareaht.bmp~ ~override~ ~mymod/areas/myaream.bmp~ ~override~ ~mymod/areas/myareasr.bmp~ ~override~ ACTION_IF GAME_IS ~soa tob bgt~ THEN BEGIN COPY ~mymod/areas/myarea.tis~ ~override~ END ELSE ACTION_IF GAME_IS ~bgee bg2ee eet~ THEN BEGIN COPY ~mymod/areas/myarea.pvrz~ ~override~ END APPEND ~mastarea.2da~ ~myarea value~ UNLESS ~myarea~
  10. Mike1072

    New engine

    I think the restrictions on the width are intentional. If you compare with articles on big news sites, you will see that they have very generous margins around the text. I believe the idea is to restrict line length to make sentences easier to read. My first recommendation would be to use the zoom feature on your monitor. I have a 1440p monitor and view most websites at 150% zoom. If that's insufficient, you can use a browser addon to modify the style. This style change will completely remove the width restrictions: .ipsLayout_container { max-width: none; } As for making the sidebar collapsible, I'd have to look into that.
  11. Mike1072

    New engine

    Thanks, I've updated the default activity stream to 'Latest Posts' and made the 'Unread Posts' stream visible only to logged-in users.
  12. Mike1072

    New engine

    Thanks, fixed.
  13. Mike1072

    New engine

    Fixed. There's no longer a way to view the BBCode. However, you can still enter BBCode and it will convert it. You can use CTRL+SHIFT+V to paste as plain text - works in Chrome and Firefox. I'm not going to defend the software, but my experience so far has been way better than with the old version. Thanks, I've removed that RSS feed as it was including topics that shouldn't be visible to guests. I've added a new stream "All Posts" which may be more to your liking. All of the streams (including ones you create yourself) have RSS feeds that can be accessed by clicking the link on the right side of the page. As Gwendolyne says, the preview button is the last toolbar button on the right. Fixed.
  14. Mike1072

    Spell Revisions

    Main Component Spell Revisions places a high priority on making all of the existing spells viable choices, while keeping an eye on balance issues. Now, Magic Missile won't be the only first-level arcane spell you'll want to memorize! To help achieve this goal, portions of the old spell system that were consistently underpowered, like healing spells and summons, have been vastly improved so that they are competitive options. In addition, SR takes the stance that low-level spells should not become completely inffective once characters reach higher levels, so it adds scaling features to many spells. Among other things, the mod makes druid and cleric spell selections more distinct, with druids focusing on animal and elemental spheres for a repertoire of spells oriented toward the offensive. Arcane spell schools have also been flushed out, with the belief that each spell level should contain at least one spell from each school. To help fulfill these goals, SR adds a small number of spells to the game and modifies the schools and restrictions of some existing spells where appropriate. SR also improves the descriptions of many spells to be more accurate, more consistent, and, occasionally, less boring. Additional Content Spell Revisions includes several optional components that do not require the main component. Deva and Planetar Avatars This component updates the avatars of the celestials summoned by HLAs to take advantage of 1PP Attachable Wings, and adjusts their weapons. Mirror Image Fix This .exe patch fixes mirror images so they no longer protect from AoE spells such as Fireball. Dispel Magic Fix This .exe patch fixes the chance to dispel magic to match the spell's description (so there is at least a marginal chance of dispelling effects of a higher-level mage) and corrects conceptual problems caused by the automatic dispelling of all magically created items. Supplements A few extensions to the main component are contained in separate components because they patch the game executable or because they require a later install order. These components all require that the main component be installed. Cure Sleep Fix This .exe patch allows creatures affected by Sleep to awaken if hit, and creatures affected by Greater Command to make a save each round to awaken. Remove Disabled Spells from Spell Selection Screens This .exe patch allows certain spells that should no longer be available to be removed from the character generation and sorcerer level-up screens. Update Spellbooks of Joinable NPCs This component will patch all joinable NPCs in the game who are divine casters, updating their spellbooks by removing spells that should no longer be available to them and adding the new ones they should get. It is recommended to install this component after all mod NPCs.
  15. Mike1072

    P&P Celestials

    Changes One of the largest changes the player will notice is that Summon Deva doesn't always summon the same creature anymore. There are now two different types of devas that can be summoned depending on which area the player is in. The Astral Deva A General Overview Whenever matters in the lower planes require the attention of the powers of good, Astral Devas are employed. These powerful warriors have both the strength and purity for just such missions They can pass into any of the lower planes at will bringing the force of their justice to the heart of evil. Astral Devas possess another ability that will allow them to perform their missions. If directly commanded by the power that they serve, an Astral Deva can pass into any layer of the lower planes without passing through the higher layers. Astral Devas also commonly travel through the Astral plane, performing any needed tasks there. They are commonly sent to rescue good aligned mortals that have become stranded or lost in the Astral plane. (Shamelessly taken from the Monster Compendium 8.) Combat Although they are servants of goodness, Astral Devas often find themselves in positions where they must deliver their messages of good by the points of their swords (or maces in the Astral Deva's case), figuratively speaking. Astral Devas have the following innate powers: Aid, at will 1/round. Cure Serious Wound, 3/day. Detect Evil, at will 1/round. Know Alignment, at will 1/round. Teleport Without Error, at will 1/round. Cure Disease, 3/day. Cure Light Wounds, 7/day. Detect Snares and Pits, 7/day. Heal, 1/day. Infravision, at will 1/round. Invisibility 10' Radius, at will 1/round. Polymorph Self, at will 1/round. Protection from Evil, at will 1/round. Remove Curse, at will 1/round. Remove Fear, at will 1/round. Blade Barrier, 1/day. Detect Invisibility, at will 1/round. In addition Astral Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They are immune to level loss, both undead and magical, death spells, maze, and imprisonment. Astral Devas wield a mace like weapon that does 3d6+3 damage with a +3 magic bonus to hit. It has all the powers of a mace of disruption, and any enemy that is hit by the mace and fails their saving throw vs. spells is knocked senseless for 6 rounds. The Movanic Deva A General Overview Movanic Devas are perhaps the most privileged of all devas, for they are sent to the Prime Material Plane where they often directly aid the mortal followers of the good deities. They will normally only do this in moments of dire need and usually only for the more prominent or powerful mortals. Of course, Movanic Devas are able to pass directly into the Prime Material Plane at will. (Shamelessly taken from the Monster Compendium 8.) Combat Although they are servants of goodness, Movanic Devas often find themselves in positions where they must deliver their messages of good by the points of their swords, figuratively speaking. Movanic Devas have the following innate powers: Aid, at will 1/round. Cure Serious Wound, 3/day. Detect Evil, at will 1/round. Know Alignment, at will 1/round. Teleport Without Error, at will 1/round. Cure Disease, 3/day. Cure Light Wounds, 7/day. Detect Snares and Pits, 7/day. Heal, 1/day. Infravision, at will 1/round. Invisibility 10' Radius, at will 1/round. Polymorph Self, at will 1/round. Protection from Evil, at will 1/round. Remove Curse, at will 1/round. Remove Fear, at will 1/round. Cast any Evocation/Invocation Spell, 1/day. Anti-Magic Shell, at will 1/round. Protection from Normal Missiles, at will 1/round. Spell Turning, at will 1/round. Call Planetar, 1/day with 30% chance of success. In addition Movanic Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They regenerate 2 hit points per melee round, and are permanently surrounded by a double strength Protection from Evil. Movanic Devas wield a two-handed sword that deals 1d10+1 with a +1 attack bonus, and which has all the powers and enchantments of a Flame Tongue +1. Planetar A General Overview Planetars are powerful spirits that directly serve the deities and powers of the upper planes. Planetars will typically come to the aid of only the most powerful mortal servants of good. Combat Planetars have the spell ability of a priest half the level of the Planetar and with wisdom equal to 21. They have major access to all spheres, and in addition have the following innate powers: Aid, at will 1/round. Cure Serious Wound, 3/day. Detect Evil, at will 1/round. Know Alignment, at will 1/round. Teleport Without Error, at will 1/round. Blade Barrier, 3/day. Cure Disease, at will 1/round. Detect Invisibility, at will 1/round. Detect Snares and Pits, at will 1/round. Dispel Magic, at will 1/round. Earthquake, 1/day. Feeblemind, 1/day. Fire Storm, 1/day. Flame Strike, 3/day. Heal, at will 1/round. Holy Word, 1/day. Improved Invisibility 10' Radius, at will 1/round. Insect Plague, 1/day. Limited Wish, 1/day. Polymorph Any Object, at will 1/round. Protection From Evil 40' Radius, at will 1/round. Raise Dead, 3/day. Remove Curse, at will 1/round. Remove Fear, at will 1/round. Resist Cold, at will 1/round. Greater Restoration, 1/day. Shapechange, 1/day. Symbol- any, 1/day. True Seeing, at will 1/round. In addition Planetars are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +4 and above enchantment to hit them. They regenerate 6 hit points per melee round, are immune to any life level loss (level drain), charm, confusion, domination, feeblemind, imprisonment, maze, death spells. They are permanently surrounded by a Protection from Evil. Planetars wield a two-handed sword that deals 1d10+3 damage, plus the strength bonus (19 Strength). The weapon has +4 enchantment and all the attributes of a Vorpal Sword.
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