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Grammarsalad

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Everything posted by Grammarsalad

  1. 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.ini#L248 Edit: and yeah, I realize (now) that at the very least, I can put a (commented out) warning in the ini
  2. Oh, I think that'll work. As long as gemrb_path.txt can be detected by FILE_EXISTS, I should be set.
  3. 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
  4. 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
  5. 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, will they ever really be finalized? I don't know. I keep thinking of new spells to create, or new spell related components to add. There is no responsible adult in the room when I'm modding, so I just keep going and going. Also, why look for conflicts between mods when I can create more conflicts by adding some new fun shiny. Heh. I guess it's this sort of thing that makes me hesitate to actually release any of my mods (except for Faiths & Powers, but SD is the responsible adult in the room). I'm very much for this sort of thing, but at the same time, I know myself--and, I'm at least aware of the hot-cold empathy gap. I'll nod my head and sincerely--that is, in the moment--promise to contribute, but I'll probably just keep making a mess of things.
  6. 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.
  7. 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_attributes.tpa#L43 Edit: splprot.2da: https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/splprot.htm ~80% of my mods make heavy use of these opcodes. I have plenty of other examples if you need them but they all work about the same "edit: Effects in the resource will also bypass Magic Resistance, of every target, as if the caster targeted themselves, regardless of who they target with the spell or op" Oh, I didn't know about this. Hmm, don't like that at all
  8. 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
  9. 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.
  10. 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
  11. Okay, I'll do what I can. I can't really promise quality, but it'll be something.
  12. I don't much graphical talent either, but I might be able to help with this. I've been really getting into creating spell icons lately. If you want, give me a list of spells that need icons and I'll see what I can do
  13. Those wands won't be used. I think I have different wands with these same filenames listed here: https://github.com/UnearthedArcana/B_Spells/issues/192
  14. Lol, I almost certainly don't know more about it. I'm happy to look and see, but I have a lot of trouble dealing with animations myself.
  15. I have found a fairly quick and easy, if not pretty, way to make spell icons. I'm just working with paint, so nothing fancy. I just save a similar bam as what I want as a bitmap using dltcep. I then alter it as I like (using black for transparency). Next, I import it to dltcep in the animations tab and save it as a bam. Bam!
  16. Yes, that's still the plan. I'll be releasing an updated version first in spells & magic. Once I've worked out there kinks and bugs, I'll have a version for both TnB (for mages) and FnP (for priests). There will be multiple implementations. Some notes can be found here, here and here. Edit: I need to edit that a bit. I do have a read magic spell in the works, but I'm not going to require it to use class based scrolls (but e.g. a mage would need to to read a cleric scroll) Edit 2: also note that these are just one version of Craft items, the version that is closest to pnp. I'll have a few more (maybe quite a few more)
  17. Oh, that is awesome! Lol, I have been doing this: 1) change the original spell to multiple subspells with all of the modified saves required for the modification. 2) replace the original spell with a 'shell' that applies 326 effects based on the relevant stats and/or States This works fine if you are just modifying the spell based on a single stat or state but each additional variable adds another 'layer' to the spell, multiplying everything. (e.g.) Edit: the example is the same basic idea but iirc it's not applying save bonuses/penalties, so the above strategy wouldn't help there. Just for illustrative purposes
  18. Er, it turns out that I need to plug in a lot of stuff into the Homebrewery version, so I don't have a nice pdf. But here is the (mostly completed) readme: https://github.com/UnearthedArcana/Faiths_and_Powers/issues/136
  19. That would totally make sense. On my Android, but I'll see If I can access it. Edit: Homebrewery doesn't like Androids for whatever reason. I'll attach it and/or link it in a few hours (well, it could be like 10 hours)
  20. Hi Endarire, F&P is compatible with SR (install SR first). I'm not sure about MIH
  21. No. It is not up to date, unfortunately. Ineth(sp) made it a while ago. I do have access to it but it's difficult to manage. I'll update it sometime soon, or at least when we have spheres, etc finalized (do we)?
  22. Why not just set a global value when you talk to the NPC and then check for it in the dialog or script of the second npc? Also see: https://gibberlings3.github.io/iesdp/appendices/variables.htm
  23. One of the things that is on my to do list is to look into this. I'm working on another spell mod that will be partially incorporated into fnp (and maybe tnb) and I'm looking for conceptual incompatibilities. I'll send you a list when I have it. I can tell you now that specific priest spells will not show up if fnp is installed unless they are specifically accounted for. We'll account for MiH if fnp is installed after it and we'll send you a pull request if we figure out an easy easy to install spell mods after fnp. I can't speak as much about tnb.
  24. This, and many other text issues, has been fixed in the most recent version (though, we may not have released it yet). In any case, it is fixed in version 0.80.2
  25. I recall she sent a (useful) pull request for faiths and powers a while ago. It was a long time ago. She has been a valued and valuable member of the community. I know that there were... issues.. but I miss her and wish she would come back.
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