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lynx

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Everything posted by lynx

  1. kjeron already confirmed the DEFAULT slot gets wiped, so no mystery there. Leaving the party does clear it.
  2. I'd try an if true block with some displaystring debug print — just to see if this script slot/level gets disabled as well.
  3. Probably in the same vein as this finding from Bubb: When cut scene is activated with CutSceneMode() opcode #126 Stat: Movement Modifier, #176 Stat: Movement Modifier (II) does nothing, affected creature moves with normal speed instead until EndCutSceneMode() is called. There is several opcodes that work differently in cut scenes eg. creatures inside MAZE #213 are visible, Stun effect are ignored etc.. Haste #16, Haste2 #317 opcodes seem to work inside cut scenes also. Depending on how this is practically implemented, it can mean a prematurely expired effect.
  4. Make sure the assigned scripts are not overriden in the area, if you're not spawning the creature yourself.
  5. Check what scripts the NPC you're targetting has set, maybe you're just unlucky.
  6. 404 For python, I think iesh is the only parser written in that (still python2 though): https://github.com/gemrb/iesh
  7. You do realize you're reinventing the wheel, right? With unshield you can fake a full install and then use existing tools to extract files from BIFs, script the conversion of TIS/MOS/BAM files to other image formats or extract other details. There's a single KEY file, but of course some entries will not exist.
  8. I forgot to mention you can count the spellcasting ones here as well, pretty much the whole caster AI is done with them.
  9. Like IESDP states, the effects are only there as an interim and for saves, they're not being constantly applied. In other words it fires immediately and doesn't care whether the piece is equipped or not. So I don't think this approach is salvageable- I suggest you use a useless stat instead, for example NPC_BUMP (on by default for pcs). And then CheckStat in the script. https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op300
  10. Stats are not variables and vice versa. Were you trying with something like this @pete_smith1229? IF Global("MO_BalduranSet","LOCALS",2) THEN RESPONSE #100 ApplySpellRES("MOSET1A",Myself) // Add Balduran 2 Piece Set Bonus ApplySpellRES("MOSET1A",Myself) // remove Balduran 3 Piece Set Bonus ApplySpellRES("MOSET1A",Myself) // remove Balduran 4 Piece Set Bonus ApplySpellRES("MOSET1A",Myself) // remove Balduran 5 Piece Set Bonus END
  11. Are you setting FoughtTazok somewhere? That block looks like it could fire several times.
  12. The answer to "how to deal with potential interactivity" has always been to use good old expect.
  13. Try https://gibberlings3.github.io/iesdp/opcodes/bg2tob.htm#op267
  14. It's harmless due to the actions involved.
  15. The originals don't have per-animation rndbase overrides, so changes would affect everyone. What you could try is a different type of launcher like a sling, since I think they have a different rndbase file (but definitely check that you're not increasing APR). Or speeding up that particular animation.
  16. In the console you don't need the GemRB. prefix.
  17. That looks fine, but if you want to change game variables, you'll have to do it via an action. You can use this: http://gemrb.org/GUIScript/functions/ExecuteString.html
  18. These two: http://gemrb.org/GUIScript/functions/CheckVar.html They're all python functions, you're just calling them in WTF ways. CheckVar("ViconiaRomanceActive","GLOBAL") ExploreArea()
  19. He's not clown colored, the palettes are baked in, so you can't customize major/minor/... colors through chargen and inventory.
  20. Yes, you can try with the old saves. There could be some problems in areas already visited, but that's very unlikely.
  21. There are no github new releases, since there are multiple projects with their own versions in the same repo. He got the link by clicking the green Code button. edit: There are no errors in the log, so it looks like everything is in order.
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