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lynx

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Everything posted by lynx

  1. If you wanted to complicate matters, local vars can be set via effects as well: https://gibberlings3.github.io/iesdp/opcodes/bg2tob.htm#op187
  2. Wouldn't make sense mechanically either, thanks — updated.
  3. The fact that they still haven't commented anything is enough for me, the intentions were clearly malicious. And the community is already proposing alternative governance models for a new open game license, new gaming systems etc. They couldn't have shot themselves in the foot harder if they tried. I don't understand how one could retroactively change a license — any such legal text that allows it is garbage. EDIT: I feel this is an appropriate level of hype for the future:
  4. Ah, it's all about iterative improvements, don't worry about it. It looks fine to me, but I'm not a native speaker.
  5. Well yeah, each level is stored in a separate stat, so you get what you asked for. You can check the other two levels, but don't rely on any ordering, since it depends on the class name.
  6. 1. is correct for sure, we had to make it conditional in gemrb. 3. I never tested if both are needed; we just check for enchantment and that seems to be enough.
  7. Weather can be changed via scripts, but you can't say "give me just a flash of lightning". And using fading would probably be too slow.
  8. There is no such opcode in iwdee, it's pstee-only (the original has it elsewhere): https://gibberlings3.github.io/iesdp/opcodes/pstee.htm#op354
  9. Yes, they were hardcoded in the originals. InfinityAnimations used engine hacks to add new ones, you can look at that. It would be easiest to base your mod on it, even if you just repurpose one of its slots.
  10. Look them up on IESDP https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#31
  11. Use the cast spell on condition effect with the enemy sighted condition. There's just more hassle to make it apply only once per combat and to make it work properly as an equipping effect.
  12. If you want to improve readability, I suggest removing clutter (so called chart junk) first. If you have all the data points labelled, there's no need for the vertical axis labels. But that's minor. It'd be much cleaner the other way around, without the numerous labels — people supposedly know how to read charts. Either way many ticks could go. If the labels remain, I suggest at least rounding. I guess the underlying library just sucks and you can't improve placement (overlap, cutoff)? And you could only draw them when the slope changes or there is an intersection. I'd also suggest a bit thicker connecting lines, so when there's more of them, it's easier to match the colors with the legend, since it's more likely similar ones will get used. The legend could also use more spacing. Personally I prefer vertical ones, since all the markers are then aligned and easier to compare. As for the baseline: like I said, I'm not sure what the best would be. Perhaps 0 (for relational integrity), but perhaps not, it's combat after all. So maybe fists at STR 24, which could have respectable damage in theory, but I guess crappy APR and to hit chances that likely lead back to 0.
  13. Nobody has been doubting the intention, just your engineerial approach to perception and pigheadedness. To lighten the mood, here's a German gem I found today, after it has been online for at least two years, from a reputable institute at that:
  14. Doubling down, perfect. Textbook stuff. You're really making the case for meaningful engagement. Tufte wouldn't be proud.
  15. Ah yes, attacking me personally is going to convince me.
  16. Are you seriously going the "appeal to authority" route?
  17. The chart makes that difference seem like 400%, not 20%.
  18. He was commenting on the y-axis, not x (re quote 1 and 3). And yeah, standard presentation traps. It would be obvious the differences are tiny if the axis started at 0 or whatever good base value would be.
  19. I'm pretty sure that's an assertion, not a crash in the technical sense. It's from the tobex-only (ok, gemrb has it too) setstat opcode, saying it's being used improperly. What you can do is use NearInfinity to search for instances of effect 318 being used in spells. Then look at each and check what it passes as parameter 2. The tricky part is that you then need to do some math, since the parameter encodes two values — you only need to look at the lower word (& 0xffff). That's the thing that's below 387 in your case. What could be happening is that some of the mods you installed inadvertently broke compatibility with the original games by using EE opcodes. Protection from resource is at the same number (318) there.
  20. Can't you do that more simply through the iwd-style splprot opcodes?
  21. Yeah, the sometimes different timing of spellcasting or the cutscene-like pausing it does.
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