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Grammarsalad

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Posts posted by Grammarsalad

  1. On 3/31/2022 at 5:28 PM, subtledoctor said:

    For background: this is for my sphere system mod. I added a kit for a cleric of Bhaal, even though Bhaal is dead and has no clerics, on the idea that Charname might have a class focused on gaining the divine magic of the dead god. In the current version, you get sphere access appropriate for a cleric of Bhaal - Death, War, Destruction, that sort of stuff. But then I thought, wouldn't it be nice if Charname could have some say over how the divine magic manifests. Like, maybe if you are growing into (maybe) a new god of death, and you are into interring the dead underground, you might take access to the sphere of Earth. Or if you will be a deity who teaches cremation of the dead, you might might get access to the sphere of Fire. If you are about spirits flying away to the afterlife, you might get access to the spheres of Air and Astral. Et cetera.

    So I am devising a way to start with some basic sphere access for a priest of Bhaal, but periodically have a dialogue that lets you choose another sphere, so you can direct the growth of your own divinity. At the moment my plan is something like this:

    • At the beginning of the game, have BALDUR.BCS apply a spell to Player1, that sets an unused proficiency bit.
    • Put an AP_ ability a few times in the kit table of the "Scion of Bhaal" kit
    • That ability will use op171 to give you an innate ability, but it will be gated behind a condition checking for that proficiency value. (So any NPCs with the Bhaal kit will not get this benefit.)
    • The innate ability will start a dialogue letting you gain access to one spell sphere that you don't currently have.

    (Once the sphere choice system is up and running I might also re-work the "Ur Priest" kit so that instead of just giving you access to a ton of spells, it starts out with just a few spheres and then lets you choose more and more as you level up. Assuming @Grammarsalad likes that idea.)

    (And then maybe I'll create a new "3E-Style" sphere system that gives each deity access to only a few spheres, and lets clerics choose some more, the way you can choose domains in 3E.)

    Yeah, I'm cool with it

  2. 3 hours ago, morpheus562 said:

    @GrammarsaladI think that would be awesome to incorporate setting natural snares for Rangers, thank you!

    I wouldn't be opposed to broadening the scope of this mod (and renaming it) to allow for broader class changes thanks to the power of EEex. Any interest in collaborating together on it?

    Absolutely, 100%!

    Now to track down my work! I've had a mod like this on the back burnt burnerfor way too long

  3. I also have other suggestions, but let me know if I'm going beyond the scope of this mod. Just a couple right now:

    Druids/Rangers: add the bardsong button and give them abilities to progressively affect animals and/or other "beasts" in various ways (fear, charm, etc.)

    Cleric/Paladins: Replace turn button with bardsong button to simulate different turn like effects. Could do (idk) d4 dam to undead per round at 1st level and then get better as you level up. At higher levels could do more damage and affect other creatures like demons.

    You could also do something more powerful abilities. To balance, activating these specials disables the "turn" bardsong button for a period of time. 

    No pressure, though. I'll definitely do this stuff at some point otherwise.

    I've also got plenty of other ideas (e.g. to make the monk and barbarian closer to their 1e implementations and give read scrolls to 10th level thieves like pnp)

     

    Edit: 

    Jarno:

    "In the non-EE games, there was the special tripple class thief that needed to use extra space in their User Interface.. so they ended up assigning the thieving ability to F12, aka under the special abilities button. So you were able to assign the thieving ability that way all the way in BGToB games, via MAKE_KIT's CLAB ability assigning to non thieves. But the problem to my memory was that it was just pick pocketing for them"

     

    Ahh. Interesting

  4. 1 hour ago, morpheus562 said:

    @GrammarsaladSo I have a functional, non-released version, that allows Rangers to gain skill points similar to Thieves. Unlike Bards, the Rangers do not go negative skill point assignment after a few level. Instead, Rangers add the initial skill point assignment to what they are supposed to receive each level. For example: a Ranger initially gets 15 skill points at level 1 to assign. Every level after if I want them to get 5, they will instead get 20 (15 initial level + 5 every level = 20 every level now). So they too have something unique going on in the background; however, it doesn't prevent players from assigning skill points similar to Thieves.

    FYI: After all the background math, I have Rangers and all Ranger kits set to receive 15 skill points at level up with an additional 20 (15+5) skill points every level up. Once released, Rangers will get the added ability to Detect Illusions.

    Nice! 

    Speaking of rangers, I have a working version of set natural snares. It's exactly like thief set traps, but it can only be done in the wilderness. I would happily donate it if you like.

  5. 1 hour ago, morpheus562 said:

    @Grammarsaladthe issue with bards being able to assign thieving skills during level up is weird coding in the back end that makes them quickly go negative skill points to assign after a few levels. Pre v2.6 were you able to get a bard from level one to the end of the game and to assign skill points successfully?

    Ya know, I never tested past level 1, so maybe not (ah, I guess that is what the imp was talking about).

    As for that issue, I'm wondering if this issue affects any other classes. It may be fine as it sounds like that has more to do with the 100% set trap. Hmm, maybe that was an issue in earlier versions as set trap is automatically there as well.

  6. 4 hours ago, Jarno Mikkola said:

    What I intended was that bards, rangers and any other kits that gain thieving sub skill points should be able to pick their prefered place and not be restricted to a .2da table of their class design

    Do you mean they should be able to assign skill points as a thief. Doable without eeet as far as I know (can confirm it is doable pre 2.6). 

    Anyway, I don't think we should clutter this thread anymore with this stuff, but please feel free to start a new topic and ping me. I'm very happy to talk about it.

     

    Edit:

    'Was it bard specific in vanilla'

    As far as I know, you couldn't assign new buttons to different classes so, in general, it wasn't an issue. But, this did come up in the development of eeex, and it was only an issue for the bard (where the button was hardcoded to only pick pockets). 

  7. 3 minutes ago, Jarno Mikkola said:

    There's no "Remove traps"" button, like shown earlier, it's called "Thieving", and without EEex it's just pickpocketing for any other class than a Thief. With it, now Bard belongs to a class that allows them to also disable traps, and open locks. I don't know either of not, any other class- that has access to the button(via a kit spell effect) -is able to do the same when targeting a object, probably... because this is not the case without the EEex.

     

    Erm, it's not just pickpocketing for any other class than a thief. That's just a bard thing. The bard is hardcoded to only use it for pickpocketing but when you add the button on any other class, it functions the same as the thief (yes yes, pick locks or pockets).

    Lol, so I take it this isn't really something you are interested in. Lol, I have no idea what you meant earlier, but that's ok.

  8. On 12/7/2021 at 11:34 PM, Jarno Mikkola said:

    I would argue against these bits. Erhm, could a mod be made to tackle also those classes ? As Rangers have hide, and Shamans have detect illusion, and Monks could do somethings.

    Yes, this is off topic, unless you want to take a holistic approach and bring in more classess.

    If I understand you correctly, @Jarno Mikkola, yes, other classes can get a similar treatment as this mod (some even without EEex). With eeex, you could give just about any skill and skill functionality to any kit or class. Like, you could give monks the remove trap button, for example or (IDK) you could create a custom cleric of Mask with move silently and pick lock, or give the Kensai detect trap or whatever.

    Previous versions of eeex (with pre 2.6 versions of the game) even allowed the creation of custom skills. I don't know how far Bubb is in reimplementing all earlier eeex functionality but it may be possible to basically still do this now (actually, I should look into this.) My memory of the details is fuzzy, but I believe the new opcodes, the ability to display new and old stats on the char sheet, and the ability to extend stats.ids are key. Edit: also, the ability to extend all of the skill based 2das.

  9. 2 hours ago, subtledoctor said:

    I have been avoiding doing that because when I look at my fork on Github it says "This branch is 89 commits ahead, 131 commits behind UnearthedArcana:master" and I'm scared of overwriting something you did in those 131 commits.

    Please don't be.  I have a backup of everything if the worst happens, but I really don't think that the worst will happen.  That is, I don't think any of those alterations are relevant anymore (I've updated B_Spells quite a bit since then, and those changes are the most relevant).  I will just update that build (I'll download it again for any update the day I reupload it) one spell or one 'batch' of spells at a time, so I'll keep up with whatever you are doing (as long as you don't mind keeping those few changes I make--it won't be anything systemic, just spell updates).  

  10. 22 hours ago, Gordian said:

    Another thing on B_spells from @Grammarsalad: the current master on github seems problematic. Even if you fix the unclosed comment, it still won't install the additional spells for me. It does so on the earlier version. I really like the %hp heal idea but I think it's not implemented in your revisions component as of yet. Also there is an overlap between B_spells and FnP. Is there documentation to the degree of overlap? Also considering Refinements: Cleric and Druid HLAs and FnP overlap?

    Would it be feasible to just install the new spells and HLAs from FnP without adding the sphere system? (In case I don't manage to weave the other spells into the system.)

    I really need to update this one. Sorry, I've been working on a crafting mod these days (was originally going to update the crafting component of TnB, but it's become an independent downtime mod of it's own). I strongly recommend you only install the release version atm. 

    The master branch of B_spells is not stable at all, unfortunately. My plan is to do the 1.0 of the downtime mod and then update b_spells with more content and with compatibility in mind.

    I don't think that right now b_spells is compatible with fnp, and that's my fault. I haven't been keeping up to date with fnp and the code intimidates me, lol.

    @subtledoctor, are you pushing your updates to the UA version? If so, I can look into updating/bug fixing the spells.

     

  11. On 7/1/2020 at 12:19 PM, DavidW said:

    @Bubb: that's ingenious but there's a bit I don't follow. The original 326 presumably needs to be keyed to some parameter of the caster, e.g. a spellstate set by the item that increases the save difficulty. But can that be done if the save effect needs to be targetted on the spell target, not the caster?

    (I had similar issues with some summoning spells in SCS that I wanted to have different effects keyed to a 326-type check, and ended up making them target=self to get around the issue.)

    One of the great things about 326 is that it can do this, but only through the first iteration (subsequent subspells using 326 go by the target's stats). I have a working example somewhere. One sec

  12. 6 hours ago, morpheus562 said:

    Honestly, I would prefer to allow bards to get 15 skill point distribution to whichever of the three skills they wanted, and it is what I initially attempted to implement; however, I kept running into issues where it would start assigning negative amounts of skill points to the bard instead of the 15 skill points. I will keep looking into it to determine a root cause, but the 5-5-5 distribution was a quick fix to resolve the issue.

    ...

    I'm certain that this was working fine before the most recent update...

  13. On 11/19/2021 at 9:23 PM, Dan_P said:

    You can also do this with ALTER_EFFECT, changing the "special" field on op319. This what what I used for an item:

      LPF ALTER_EFFECT 
      INT_VAR 
      match_opcode = 319 
      special = RESOLVE_STR_REF (@311)
      END

    Change @311 to ~John Doe~. In the actual description, it looks like:

    Usable by:
     John Doe

    I'd recommend looking at the ALTER_EFFECT (and other functions) section in the weidu readme.

    Yeah, you can use RESOLVE_STR_REF for any of these functions whenever you need to create a custom string reference and then reference it in an effect

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