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lynx

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Everything posted by lynx

  1. The GemRB team is proud to announce a new release. Check out the details here: https://gemrb.org/2020/08/24/gemrb-0-8-7-released.html
  2. Is it supposed to be actsleep.ids? Because JumpToPoint is in there ...
  3. It's probably well known already, but just for completeness sake: verified via this block in bg2 ar4000.bcs (tob start) IF True() THEN RESPONSE #100 DisplayStringNoName(Player1,2) Wait(1) CreateCreature("drim02",[900.1700],0) Kill("drim02") Wait(1) ActionOverride("drim02", JumpToPoint([1000.1750])) ActionOverride(Player1, JumpToPoint([1000.1750])) ActionOverride("drim02", DisplayStringHead(Myself,1)) END
  4. lynx

    Imposter Accusations

    If anyone will feel better, I can at least vouch that NiziNizi's tone matches the country in her profile.
  5. Are you two sure? Because the current description predicts this OR breakage in two ways. Also: TriggerOverride(who,action) is just a weidu shorthand for NextTriggerObject(who) action() So the way I see it, at most the last-placing with negation is a new corner case.
  6. combine several triggers with the first fill object? Check IESDP to see all the tools at your disposal.
  7. I think it expects the mod to be packaged in a subdir. You got that unhelpful error since it's not coded defensively. https://github.com/lzenner/transitions/runs/978679071?check_suite_focus=true https://github.com/ALIENQuake/CreateIEModZipPackage/blob/master/dist/CreateIEModZipPackage.ps1
  8. The first one, I doubt it. The other one can be done with scripting via Killed.
  9. I think it disables all, but we don't understand it well in GemRB. My suspicion is that the stat works like a mask, so potentially you could disable specific hardcoded overlays.
  10. You can just edit the 2da yourself though.
  11. It's not EE only, it was used in vanilla bg2. Eg. when you snap in Spellhold and turn into the Slayer for the first time. https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#182
  12. Change the EA? MakeUnselectable()? The two descriptions don't look too different, but I don't know if this selection stuff is different. We have it implemented more like the bg2 description (or imprisonment for that matter).
  13. From what I understand, those are triggered when passing certain hp thresholds, but the way you describe it, even some fast regeneration wouldn't be fast enough to reproduce. I'd just reset the soundset slot.
  14. I still don't understand why all these complications are needed. How is the grenade different from a fireball?
  15. Look at the CRE to see which soundset slots are set — perhaps the damage one is as well. Search the scripts for any manual firing.
  16. Set Bored Timeout in the ini to something super high. I think 0 works for disabling too. The NPC thing sounds like a mod bug.
  17. You always want the boom to display, so why not set that up in the projectile? You can have the secondary/aoe then apply the spell.
  18. Since I mentioned it, here's some more testing data for horizontal paths with the "set to" mode of the opcode. Testing with boots of speed setting movement rate, values are speed in px/s, plus delta: 5: 75 6: 90 (matching default), +15 7: 105, +15 8: 120, +15 9: 120, +0 10: 120, +0 11: 235 (item default), +115 12: crash 13: crash 14: crash Utter madness. It's like 8 was the max at some point and then they bolted on 11 just for boots of speed. The 15s could be 16s (one horizontal foot), but data is data.
  19. It does and Wait is an action, not a trigger.
  20. Updated upstream: add more of these details, merged bg1 with a warning, softly redirected iwd version and added iwd2 research todo. Thanks!
  21. In case anyone still cares about bg1/totsc: while trying to figure out the speed discrepancy* between haste and the boots of speed (they don't double as in bg2), testing showed that incrementing works as setting. In other words, trying to increase the rate by 3 will actually slow you down (6 being the base bg1 rate). IESDP updated to match. * somehow they make you effectively faster by setting your rate to 11 than haste doubling it to 6*2 = 12 !? The only explanation I currently have is that speed doesn't scale linearly with rate, but that would be quite silly.
  22. subtledoctor: you just want to change the CRE bits modifying what was the previous class in a dualclass combo? That's trivial to add, considering there are similar actions for other bits in the same set.
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