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Grammarsalad

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Everything posted by Grammarsalad

  1. Yeah, I'm curious where these probabilities come from. Nobody has found a way to take measurements from other possible worlds, have they? There is a(t least one) probabilistic argument for the existence of God that relies on the improbability of life. The idea is that, given that the probability of life is so low, and given that there is, in fact, life, it is more likely than not that some supernatural Being intervened to create life--and thus, it is more likely than not that such a Being exists Edit: of course, as Kant pointed out, such an argument, even if it is successful, doesn
  2. I think it's fairly clear that InKal was not saying that the probability that p, given p, is something other than 1:1. If I were to flip a coin, get heads, and ask: 'what are the chances of that result?', the most appropriate answer would be '~50%'. Sure, you can point to the result and say, 'no, it's 100%' and, in a sense, you wouldn't be wrong. But, what has happened is that the question has been modified and that modified question has been answered.
  3. Omg, dude. Just... Awesome! Any chance of getting something like this for kit descriptions? *Puppy dog eyes*
  4. 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 * * * * *
  5. This is now possible: https://forums.beamdog.com/discussion/71798/mod-eeex-v0-2-0-alpha/p1
  6. 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
  7. Do you still have those??? I could certainly use a few icons... Just sayin'
  8. You were supposed to defeat the EE, not join them We are the borg. Existence as you know it is over. Resistance is futile
  9. 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
  10. 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)
  11. 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.
  12. 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.
  13. 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
  14. 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 sugges
  15. 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 be
  16. 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
  17. Okay. I can do that. That's actually easier for me. I want to still be transparent with this, so I'll modify the op with spells that are (e.g.) not installed in iwdee. No problem. I'll need help with that weidu function, but otherwise, sounds good
  18. List and TO DO: * NOT installed in IWDEE * DONE --> CASTER_SPELL_NAME (add to IDS) ADD_SPELL: CASTER_SPELL_NAME (self explanatory) [spell Name] eff Rename: [Old sp Name.eff] --> [New sp Name.eff] [spell Name] Sec Spell Rename: [Old sp Name.spl] --> [New sp Name.spl] Note: Only assigning Alias IDS entries to 'replacement' spells if done here: http://gibberlings3.net/forums/index.php?showtopic=29674&st=0 Assigning IDS values according to this thread under the assumption that SCS uses them. Renamed Sec Spells: Faerie Fire: sppr114f.spl --> DVPR114F.spl Cause
  19. Lol, thanks! It's been a stressful life
  20. ...that actually seems like a Much better solution. Would it. Be feasible to add that code to Sr at install to just assign the Sr spells IDS entries at install? Well, I'm not so sure now. There might be better ways to do it, suggested above... Yeah, something like this. @DavidW, where can I find that code?...er, and obviously, do you mind if I use it for something like this?
  21. If you want to give it a go, feel free. The biggest obstacle is accounting for the changed filenames. Everything that's moved over to ADD_SPELL will be assigned a different filename, and there may be references to the original filename in subspells or in other spells (e.g. Glitterdust, Protection from Fire, Globe of Invulnerability). Cool cool! Yeah, I know. It's a whole thing. It's still worth it to me, as a fully add_spelled sr will facilitate compatibility with other spell mods (which is pretty much all I create these days)
  22. Oh, the new spells still aren't using addspell. Is that planned for the future? If you're looking for volunteers, I'm happy to do it
  23. CHARGEN applies the CLAB after spell selection, level-up applies the CLAB before spell selection.It's the same issue other divine casters face with removing spells at level-up. The CLAB would have to remove them both instantly and on a delay, to remove the spells for both situations. Each kit utilizing it would need a combination of 5 spells per level that they either cannot or must have, so the UI has enough to select at every level. These spells would have to be available for selection to all shamans, but adding dummy spells for this would likely cause conflict with mods that add Pries
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