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NiGHTMARE

Retired Gibberlings
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Posts posted by NiGHTMARE

  1. This is the code I wrote for stricter school exclusions. IIRC it's actually modified code from Divine Remix:

     

    COPY_EXISTING ~spwi218.spl~  ~override~ // Ghoul Touch
    		  ~spwi313.spl~  ~override~ // Skull Trap
    		  ~spwi414.spl~  ~override~ // Spirit Armor
     WRITE_SHORT 0x1e 28608 // Necromancers only
     BUT_ONLY_IF_IT_CHANGES
    
    COPY_EXISTING ~spwi118.spl~  ~override~ // Chromatic Orb
    		  ~spwi325.spl~  ~override~ // Melf's Minute Meteors
    		  ~spwi403.spl~  ~override~ // Fire Shield (Blue)
    		  ~spwi418.spl~  ~override~ // Fire Shield (Red)
     WRITE_SHORT 0x1e 4800 // Alteration, Evocation; exclude Abjurers, Conjurers, Enchanters, and Necromancers
     BUT_ONLY_IF_IT_CHANGES
    
    COPY_EXISTING ~spwi514.spl~  ~override~ // Lower Resistance
    		  ~spwi903.spl~  ~override~ // Spellstrike
     WRITE_SHORT 0x1e 5120 // Exclude Illusionists and Necromancers
     BUT_ONLY_IF_IT_CHANGES
    
    COPY_EXISTING ~spwi722.spl~  ~override~ // Limited Wish
    		  ~spwi919.spl~  ~override~ // Wish
     WRITE_SHORT 0x1e 2944 // Exclude Conjurers, Diviners, Enchanters, and Invokers
     BUT_ONLY_IF_IT_CHANGES
    
    COPY_EXISTING_REGEXP ~^SPWI[1-9].+\.spl$~ ~override~
     READ_SHORT 0x1e "exclusion_school"
     PATCH_IF ("%exclusion_school%" = 64) THEN BEGIN  // Alteration; exclude Abjurers
    WRITE_SHORT 0x1e 4160 // Exclude Abjurers and Necromancers
     END
     PATCH_IF ("%exclusion_school%" = 256) THEN BEGIN // Conjuration/Summoning; exclude Diviners
    WRITE_SHORT 0x1e 2304 // Exclude Diviners and Invokers
     END
     PATCH_IF ("%exclusion_school%" = 512) THEN BEGIN // Invocation/Evocation; exclude Enchanters
    WRITE_SHORT 0x1e 640 // Exclude Conjurers and Enchanters
     END
     PATCH_IF ("%exclusion_school%" = 1024) THEN BEGIN // Necromancy; exclude Illusionists
    WRITE_SHORT 0x1e 1536 // Exclude Enchanters and Illusionists
     END
     PATCH_IF ("%exclusion_school%" = 2048) THEN BEGIN // Enchantment/Charm; exclude Invokers
    WRITE_SHORT 0x1e 6144 // Exclude Invokers and Necromancers
     END
     PATCH_IF ("%exclusion_school%" = 4096) THEN BEGIN // Illusion/Phantasm; exclude Necromancers
    WRITE_SHORT 0x1e 6208 // Exclude Abjurerers, Invokers and Necromancers
     END
     PATCH_IF ("%exclusion_school%" = 8192) THEN BEGIN // Abjuration; exclude Transmuters
    WRITE_SHORT 0x1e 9216 // Exclude Illusionists and Transmuters
     END
     BUT_ONLY_IF_IT_CHANGES

     

    Some of that ties in with changes to spell schools made by the main AR component.

     

    There's also some related code for scroll changes, and a whole mass of related code for creature changes.

  2. The damage bonuses are on top of the damage unarmed attacks do for any class, which is 1d4. Therefore:

     

    Level 1: 1d6 (1-6)

    Level 4: 1d8 (1-8)

    Level 8: 1d10 (1-10)

    Level 12: 2d6 (2-12)

    Level 16: 2d8 (2-16)

    Level 20: 2d10 (2-20)

    Level 24: 3d8 (3-24)

    Level 36: 4d6 (4-24)

     

    (For some reason I forgot to mention the bonus gained at level 36.)

     

    "Considered +1" etc has nothing to do with the amount of damage done; rather, it's the enchantment level of the weapon. What this does is determine whether you can hit enemies who are immune to weapons below a certain enchantment level (for example, they're under the effects of the spell 'Protection from Magical Weapons'.)

     

    (Note: it seems I forgot to give the 22nd level fist the +3 enchantment it's supposed to have, but all the others seem to be fine.)

     

    The monk fists are still blunt weapons.

  3. Any changes or additions to the monk's HLA should be just fine, since this mod doesn't touch the HLAs itself.

     

     

    Maximum unarmed damage: originally increased by +2 at 3rd, 6th and 9th levels, and + 8 at 15th. This has been changed this to +2 at 4th, 8th, and 12th levels, and +4 at 16th, 20th and 24th levels.

     

    Minimum unarmed damage: originally increased by +1 at 9th, 12th, 15th and 25th levels. This has been changed to +1 at 12th, 24th and 36th levels.

     

    THAC0 bonus to unarmed damage: originally increased by +1 at 9th, 12th, 15th and 25th levels. This has been removed.

     

    Enchantment bonus to unarmed damage: originally increased by +1 at 9th, 12th, 15th and 25th levels. This has been changed to +1 at 10th, 16th, 22nd, 28th, 34th and 40th levels.

     

    (Note: if ToB is not installed, none of the above will improve after 18th level.)

     

    Number of unarmed attacks per round: this remains unchanged.

     

    Movement rate bonus: originally increased by +2 at 1st level, and +1 every 5 levels thereafter. This has been changed to +1 at 3rd level and +1 every 3 levels thereafter.

     

    Speed Factor bonus: this has been removed

     

    Armor class bonus: originally increased at 1st level and every 2 levels until 21st, then every 3 levels until 30th, and finally every 5 levels until 40th. This has been reduced to +1 at 5th level and every 5 levels thereafter.

     

    Armor class vs. missiles bonus: this remains unchanged.

     

    Saving throws bonus: originally increased by +1 at 9th level. This remains, but there is now an additional a +1 bonus at 2nd level.

     

    Saves vs. spells bonus: originally increased by +2 at 1st level. This has moved to at 3rd level.

     

    Magic resistance bonus: originally increased by +42% at 14th level and +3% every level thereafter. This has been reduced to +23% at 13th level and +1% every level thereafter.

     

    Immunity to disease: this remains unchanged.

     

    Immunity to slow and haste: this has been been removed.

     

    Immunity to poison: this remains unchanged.

     

    Immunity to charm: originally gained at 9th level. It is now gained at 20th level.

     

    Immunity to non-magical weapons: this remains unchanged.

     

    Flurry of Blows: this is a new ability gained at 1st level, usable-at-will. It grants an additional attack per round for 1 turn but also causes a THAC0 penalty (-4 at 1st level, -3 at 5th, -2 at 9th, and -1 at 13th). The additional attack applies to weapons as well as unarmed strikes.

     

    Stunning Blow: originally usable once per day per 4 levels. This has been increased to once per day per level, and renamed 'Stunning Fist'.

     

    Hide In Shadows: this remains unchanged.

     

    Lay On Hands: this has been renamed 'Wholeness of Body'.

     

    Quivering Palm: this remains unchanged.

     

    Empty Body: this is a new innate ability gained at 19th level, usable once per day per level. It causes the monk to become invisible and completely invulnerable (but unable to attack) for 1 round.

  4. Actually, I have an Ilmater stronghold planned out, I just need to write the dialogue and code it :p. I also have a few ideas for an Oghma stronghold. Of course, if someone else were willing to do the neccessary writing and/or coding for a new cleric stronghold, we would more than welcome it - though needless to say, it would have to be for one of the existing DR kits.

     

     

    Oh, and regarding LoI, most of new NPC Jaina's quests will have something to do with the church of Milil (of course, that deity is only mentioned once during all of unmodded BG2 :p)

  5. How does one go about altering the spell progression of a ranger, paladin or bard kit? Specifically, adding spell levels greater than 3 for a ranger.

     

    The only way to do what you want is to alter MXSPLRAN.2da. This will obviously alter spell progression for the base class and other ranger kits, but you can then add spell slot removing .spls in all the relevant CLABxx.2da's.

     

    A word of warning: only use spell slot removing .spls in the CLAB if you're going to remove *all* the spell slots of those levels (e.g. all level 4+ spell slots in your case). Only removing some slots in a level can lead to spells getting unmemorized after loading saved games.

  6. We haven't finalized the list yet, but it's likely to include hook horrors, driders, bugbears and verbeeg.

     

    We've no plans for a different balor avatar. I know a guy called WoRm was planning to convert NWN's balor (though WoRm since seems to have vanished), but I don't recall hearing anything about a Diablo demon conversion.

  7. Unfortunately, even scripting doesn't seem to be able to help solve the problem of paladins and rangers falling if they're of a non-good alignment. However, you could create a warrior-priest hybrid style cleric kit, with all the abilities of the fighter (grandmastery, better THAC0, worse saving throws, more hitpoints, etc) other than the ablity to use any weapon.

     

    Having a cleric kit be able to use any weapon *is* possible, but it involves playing around with usability flags and assigning a dummy kit to trueclasse clerics, and thus it has plenty of potential for incompatability with other mods. That said, we haven't really discussed it in regards to DR yet.

  8. You're missing a couple of lines before the SAYS, namely the HLA table and list of ToB starting equipment. I'm pretty sure you need these even if installing to a SoA-only game.

     

    As for a .tra, it's short for translation file. Basically, instead of SAY ~Broken Druid~, you could have SAY #1, then in a file called NewDruid.tra, the first line would read "@1 = ~Broken Druid~" (without the quotes). Some people find it helpful for organizational/efficiency purposes, plus it also helps anyone wanting to translate your mod.

  9. Sort of. The 12 kits mentioned above aren't all ready and most likely won't be released before anything else, but numerous other kits which were originally planned to be in LoI have been/will be featured in other mods instead (such as Cleric Remix and Song & Silence).

  10. LoI is about more than just areas, quests and NPCs, so I thought I'd provide some stats for some of the other planned features:

     

    New types of weapon: 24

    New types of armour: 7

    New creature animations: 18

    Improved existing creatures: 15

    New kits: 12

    Portraits for non-joinable characters: 115

    New portraits for PC to join from: 41

     

    The good news is that a sizable portion of the above has already been implemented - though all the above figures are most definitely subject to change :).

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