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Grammarsalad

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Everything posted by Grammarsalad

  1. Sorry @Gespenst That's never been clear. Certain 'kits' use different UIs, like the hide ability. We cannot normally add the hide button to the Paladin**, so what we do is create two versions of the class. In this case*, we made a paladin version and a ranger version. The paladin version is only for initial selection, to give the aesthetic that the class is a 'Paladin' class. However, that class switches to a ranger kit as soon as the game starts, and it is this 'ranger' version that you are actually playing. * I think we've only done this with paladin/ranger ** This may ch
  2. No, but it accesses items in the inventory. And it does stuff in the menu. But yeah, maybe it's something else...
  3. @subtledoctor I bet the problem with the crashed inventory has to do with the identify spell that @Bubb gave us. As a reminder: https://github.com/Bubb13/IE-Snippets
  4. glad to help (trust me: I've been there!) Sometimes you will see "LPF" instead of "LAUNCH_PATCH_FUNCTION". It means the same thing. Patch functions presuppose a file that it will 'operate' on (in this case, an .are file). If you haven't copied one over, or copied an existing one as in this case, it will fail. You will also see "LAF" or LAUNCH_ACTION_FUNCTION. They do a lot of the same things, but the main difference is that an action function does Not assume a file (often the function will copy an existing file and 'do stuff' to it like a patch function).
  5. I don't know much about area editing, but in section 1 of jastey's response, she posted a patch function which is not quite the same as copying a file over to the override (which would definitely conflict with any mod that changed that area). Basically, it takes an existing file and changes only the relevant 'parts' of that file as determined by the modder. This can still lead to conflicts--if your mod and another mod changed the exact same 'parts'-- but it is much less likely to cause conflicts. For example, I could patch all spells to increase their range to 100, say, and another l
  6. https://homebrewery.naturalcrit.com/share/rJZOF-sOCV
  7. Ah, thanks @lefreut. I knew this location documented eeex specific functions, but I didn’t notice that it also documented regular functions. That’s particularly bad because I’ve been creating a readme for eeex over the last few years...
  8. The EE games include a number of additional functions and such that, it seems to me, should be included in the IESDP. I'm specifically talking about functions related to lua (I don't even know the correct terminology, but I hope you get my meaning). For example, I believe that this is a function: Infinity_GetScriptVarInt(global) It would be nice if there was some kind of description of what this does (and preferably an example of use). Thanks for the ear
  9. Very cool. I had planned to create a mod like this, but I never got around to it. A few additional ideas: - Dealing with gated demons to gain blackguardhood (for paladins and fighters). - Convert to a different deity/kit at temples (for clerics) with a few offering paladinhood (e.g. church of Helm). - Becoming a ranger or druid at the druid grove (fighters or clerics).
  10. Oohh, cool. So, like does this allow you to make different (seamless) choices with her class development (e.g. no dual class)?
  11. Btw, I loaded the template in gimp and it appears to work. I don't know enough about layers etc. to determine if it does work but I thought I'd throw that out there. Edit: btw, I have been getting satisfactory results with gimp and material provided here: https://forums.beamdog.com/discussion/42011/blazing-bams I create the C icon, convert the blank space to transparency and then add the scroll and/or rock backgrounds as needed, and then convert the exported images with DLTCEP.
  12. Ok, that sounds promising. I do already have an ini, so I have something to work with. Okay, concrete example. I have a spell 9th level Weird as does OS. The way we're doing it, it is easily possible both versions could be installed and available to the player (there are only so many 9th level spots available for various reasons, and so ADD_SPELL isn't an option.) My spells are set so that they only install based on ini settings. So, what change would I make to warn about the type c incompatibility: https://github.com/UnearthedArcana/B_Spells/blob/master/B_Spells/b_spells_settings.i
  13. Oh, I think that'll work. As long as gemrb_path.txt can be detected by FILE_EXISTS, I should be set.
  14. Don't worry @Endarire I'm still working on it. I think I was kinda cranky went I wrote that. Somehow I strained my rotator cuff in my sleep! Getting old its really getting old
  15. I feel like this is a dumb question, but how do I detect GemRB in weidu? It doesn't seem to add anything to the override folder, and I'm not a good enough coder to write a way to detect gemrb.exe or something similar on the players computer (it could run from any particular location, no?) I'm sure I'm missing something obvious, but I'm at a loss
  16. Spells & Magic (B_Spells) will have certain conflicts of type C with certain other spell mods, especially OlvynSpells in that certain spells cover the same ground. OlvynChuru has made some accommodations for these conflicts, but I'm not sure if they are all covered (I'm almost certain they are not). One issue with creating a list atm is that both mods are currently still in development. I have it in my head that when B_Spells is finalized, and when OlvynSpells is finalized, I'll go through both and send OlvynChuru a pull request (OlvynSpells should be installed after S&M). But, wil
  17. Lol, I would never claim otherwise. I was just using that as a jumping off point to introduce an example. Btw, I'm having a blast playing around with GemRB. I'm going to start creating GemRB specific components for my mods. I'll be keeping notes on everything new and interesting I find, and I'll be happy to help with documentation and tweak ideas.
  18. This is very useful as you can cast spells differently depending on caster stats. As an example, this spl acts differently depending on the casters wisdom (actually, it's done through an item, a 'healing kit', but same idea): https://github.com/Grammarsalad/Proficiencies/blob/master/proficiency/lib/heal.tpa#L79 %wis_ls% is set in splprot.2da which references items in stats.ids: https://github.com/Grammarsalad/Proficiencies/blob/master/proficiency/lib/splprot_attributes.tpa#L24 And https://github.com/Grammarsalad/Proficiencies/blob/master/proficiency/lib/splprot_attribu
  19. Can I ask this: I think I read somewhere that you altered effect 206 to act like a conditional protection, similar to 318 or 324 in the EEs (i.e. https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op324) Is there anything similar to EEs 326 (https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op326)? Edit: also, what about 321: https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op321 That is, in bg2
  20. A lot of the new 2das seem pretty intuitive. I was mainly interested in information on the opcodes. But, yeah, I can understand the reluctance to document something that may change in the future. As an aside, I wonder if it would make sense to have a forum for GemRB only mods (in the spirit of 'if you build it, they will come'.) It's really coming together and there is some serious potential in this project.
  21. Grammarsalad

    GemRB IESDP

    Hello. Is there something like an IESDP for GemRB? Is there a dat file for DLTCEP that describes any new or modified opcode's? Thanks
  22. Okay, I'll do what I can. I can't really promise quality, but it'll be something.
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