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About Grammarsalad

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  1. Omg, dude. Just... Awesome! Any chance of getting something like this for kit descriptions? *Puppy dog eyes*
  2. Grammarsalad


    Okay, so I'm trying to display the gender of the character in the class descriptions (rather than the protagonist gender). I have tried REPLACE_TEXTUALLY replacing (e.g.) <PRO_MANWOMAN> with <MANWOMAN> in the class description, but in this case the gender doesn't display at all. The same seems to be the case with tokentxt.2da. I can get this to work (which references the protagonist info): 2DA V1.0 * TOKEN_TEXT PROTAGONIST STAT VALUE EQUALITY STRINGT STRINGF 0 RESERVE * * * * * * 1 NP_MANWOMAN 1 35 2 0 woman man But not this (which doesn't seem to reference anything): 2DA V1.0 * TOKEN_TEXT PROTAGONIST STAT VALUE EQUALITY STRINGT STRINGF 0 RESERVE * * * * * * 1 NP_MANWOMAN 0 35 2 0 woman man Any way to get this to work?
  3. Grammarsalad

    Changing Action Bar Buttons

    This is now possible: https://forums.beamdog.com/discussion/71798/mod-eeex-v0-2-0-alpha/p1
  4. Grammarsalad

    Minor tweak for EET_NPC_TRANSITION

    Agreed. The real problem would be if the text had to be uncertain about temporal sequence. The English language is obsessed with time: https://www.amazon.com/Through-Language-Glass-Different-Languages-ebook/dp/B00403MO0M
  5. Grammarsalad

    Some Concerns About V4

    Do you still have those??? I could certainly use a few icons... Just sayin'
  6. Grammarsalad

    SR V4 final

    You were supposed to defeat the EE, not join them We are the borg. Existence as you know it is over. Resistance is futile
  7. Grammarsalad


    Er, I didn't address that at all. Right now, I've finished the first step and Mike is working with it. I think he has a plan. Though, I'm happy to do whatever grunt work needs to be done if required
  8. Grammarsalad

    SR V4 final

    I agree with all of this (and thus Ulb's comments on insect spells, DavidW's on fts duration and ghosts comments on the semi permanent penalty)
  9. Grammarsalad

    SR V4 final

    Sounds good. I will hopefully be done with the bulk of it today. The only stuff I've done in addition to ADD_SPELL is this: - Added scroll bam icon for Wiz protection from elements. I got the BAM from IWDEE. - 4th level d.jump (spwi402.spl) disabled for IWDEE, etc. It was selectable at character creation in IWDEE Heart of Winter though by the description it should only be a 1st level spell. - 4th level monster summoning II disabled for IWDEE, etc. Same reason as D. Jump. I'll keep Contagion as it is for now unless I hear otherwise.
  10. Grammarsalad

    SR V4 final

    Hey Kreso, good to see you. I want to talk about Contagion. I noticed that right now it overwrites Rigid Thinking in Non-IWDEE games. Right now, I'm ADD_SPELLing it in IWDEE so it gets added in that game. Honestly, I'm not sure why it is not overwriting Rigid Thinking in IWDEE, but I'm thinking that it should either overwrite Rigid Thinking in all games or just be ADD_SPELLed in all games.
  11. Grammarsalad


    This spell is using a new spell slot and should therefore be ADD_SPELLed. Sounds good. Will correct. Edit: Done I've created the function. Once we update it with the final list of spells that will be ADD_SPELLed, it can be applied to the current files to replace references to old resource names. I'll need to add code to SR to replace these placeholders with the newly assigned names, but most of the work's done: it will be reusing the replace_spell_resources.tpa file. Sounds good
  12. Grammarsalad


    I would keep this as CLERIC_REMOVE_CURSE. The name has been changed but the spell performs the same function at the same level, so I think it's work standardizing the IDS names and preventing duplicates. Yeah I was going to suggest this but then I saw you already posted it. My suggestion would be to have more-powerful versions override the less-powerful versions. That works with opcode 321 of course... but not for the non-EE opcode 206 versions. I suggest adding some custom code setting this up at the end of the EE .tpa file that adds 321. Cool. Taking Mike's advice, we should suggest this in another thread. I'm going to collect suggestions as I go and then post them later Great. I'll try to write up that function before Monday. Good stuff. I might be finished by Monday. It's moving along pretty quickly, so I'll be finished pretty soon regardless. I'll keep updating the OP as I progress Edit: Nope. There are more moving parts with Mage Scrolls. Moving along a bit slower, but making progress daily.
  13. Grammarsalad


    Okay, just about done with priest spells. Will start on mage spells next A couple of things: I notice that Contagion does not replace rigid thinking in IWDEE, though I'm not exactly sure why. If its an AI thing, why is it not an issue in non IWDEE games? Should the spell just be ADD_SPELLed, or is it okay to replace the IWDEE version of rigid thinking? Right now, I am ADD_SPELLing it in IWDEE, but replacing rigid thinking in non-IWDEE games. The regenerate x wounds spells all protect against each other in the vanilla games. This changes to 321 effects in the EE engines (which is better, of course). Wouldn't it make more sense to have each version of the spell protect against lesser versions of the spell in the vanilla games (e.g. regenerate moderate wounds protects against regenerate minor wounds--and no other regenerate spell--but regenerate minor wounds wouldn't protect against regenerate moderate wounds--or better regenerate spells? I forget exactly what this would do, but if it would just override the previous spell, it makes sense to allow more powerful regenerate spells to override weaker regenerate spells.
  14. Grammarsalad

    splprot.2da "Area Type" + opcode #324/318

    No, you're wrong. It perfectly works on EE v2.5+. Simply add the following row NOTAREA 0x106 -1 9to SPLPROT.2da and you're done (courtesy of @Argent77) Oh, this is cool