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Grammarsalad

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Everything posted by Grammarsalad

  1. 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?
  2. This is now possible: https://forums.beamdog.com/discussion/71798/mod-eeex-v0-2-0-alpha/p1
  3. 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
  4. Do you still have those??? I could certainly use a few icons... Just sayin'
  5. You were supposed to defeat the EE, not join them We are the borg. Existence as you know it is over. Resistance is futile
  6. 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
  7. 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)
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. 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.
  13. 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
  14. 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
  15. 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 Light Wounds: sppr119d.spl --> DVPR119D.spl Cause Moderate Wounds: sppr219d.spl --> DVPR219D.spl Contagion: sppr311d.spl --> DVPR311D.spl Cause Serious Wounds: sppr321d.spl --> DVPR321D.spl Cause Critical Wounds: sppr414d.spl --> DVPR414D.spl Animal Growth: sppr525d.spl --> DVPR525D.spl Ball Lightning: spwi526d.spl --> DVWI524D.spl //yes, that's correct Mestil's Acid Sheath: spwi526d.spl --> DVWI526D.spl Renamed Effs: Spike Growth: sppr325i.eff --> DVPR325I.eff Renamed 2DAs: Protection from Elemental Energy: spwi426.2da --> DVWI426.2da Additional Alias IDS Entries: 1209 => CLERIC_KNOW_OPPONENT (has the same value as CLERIC_KNOW_ALIGNMENT so either can be used) 1307 => CLERIC_BREAK_ENCHANTMENT (has the same value as, CLERIC_REMOVE_CURSE so either can be used) 1402 => CLERIC_ANIMAL_SUMMONING_SR_4 (has the same value as CLERIC_ANIMAL_SUMMONING_1 so either can be used) 1501 => CLERIC_ANIMAL_SUMMONING_SR_5 (has the same value as CLERIC_ANIMAL_SUMMONING_2 so either can be used) 1602 => CLERIC_ANIMAL_SUMMONING_SR_6 (has the same value as CLERIC_ANIMAL_SUMMONING_3 so either can be used) 2207 => WIZARD_BATTERING_RAM (has the same value as WIZARD_KNOCK so either can be used) 2208 => WIZARD_KNOW_OPPONENT (has the same value as WIZARD_KNOW_ALIGNMENT so either can be used) 2309 => WIZARD_MONSTER_SUMMONING_SR_3 (same value as WIZARD_MONSTER_SUMMONING_1 so either can be used) 2410 => WIZARD_BREAK_ENCHANTMENT (same value as WIZARD_REMOVE_CURSE so either can be used) 2423 => WIZARD_MONSTER_SUMMONING_SR_4 (same value as WIZARD_SPIDER_SPAWN so either can be used) 2605 => WIZARD_BANISHMENT (Same value as WIZARD_DEATH_SPELL so either can be used) 2801 => WIZARD_GHOSTFORM (same value as WIZARD_DELETED in BG(2)EE or WIZARD_MONSTER_SUMMONING_6 in IWDEE New ADD_SPELL values CLERIC_POLYMORPH_OTHER (SPPR519) Druid polymorph other CLERIC_ANIMAL_SUMMONING_SR_7 (SPPR716) Animal Summoning VII WIZARD_KNOW_ALIGNMENT_SR_1 (SPWI126) Detect Alignment, 1st level version WIZARD_RESIST_ELEMENTS (SPWI225) Resist Elements, wiz 2nd level version WIZARD_BALL_LIGHTNING (SPWI524) Ball Lightning (not created yet, it appears--same value as prot from fire below) WIZARD_PROTECTION_FROM_FIRE_SR_5 (SPWI524) 5th lev prot from fire (yes, currently same value as ball lightning) WIZARD_PROTECTION_FROM_COLD_SR_5 (SPWI525) 5th lev prot from cold Changes outside the scope of ADD_SPELL: Any other changes (and justification for those changes) will be noted here. - Added scroll icon for wiz Resist Elements (used cleric Resist Elements from IWDEE). Reason:: The scroll was missing a proper icon and a suitable bam was available and easy to add. - 4th level d.jump (spwi402.spl) disabled for IWDEE, etc. It was showing up in spell selection in IWDEE (at least) at 4th level during character creation (by the description is a 1st level spell) - 4th level monster summoning II (SPWI407) disabled for IWDEE, etc. It was showing up in spell selection in IWDEE (at least) at 4th level during character creation (shouldn't exist alongside SR Monster Summoning IV) Suggestions: - ADD_SPELL Contagion in all games (rather than replacing Rigid Thinking) - Regenerate spells only protect vs. lower level/less effective versions of regenerate - Use IWDEE icon bams for Expeditious Retreat (both IWDEE and non-iwdee version--currently uses prot from petrification) General Issues: - IWDEE: SPPR210, SPPR619, SPWI326 are added to Hidespl.2da making spells with these values unavailable (only an issue with SPPR210 Resist Elements) Priest Spells Level 1: Faerie Fire (SPPR114): ADD_SPELL: CLERIC_FAERIE_FIRE Faerie Fire Sec Spell name change: sppr114f.spl --> DVPR114F.spl Strength of Stone (SPPR115) ADD_SPELL: CLERIC_STRENGTH_OF_STONE Sunscorch (SPPR116): ADD_SPELL: CLERIC_SUNSCORCH Regenerate Light Wounds (SPPR117): ADD_SPELL: CLERIC_REGENERATE_LIGHT_WOUNDS Issue: Protects vs. SPPR217, SPPR619/711/217/323/419 (i.e. other regen spells) Goodberry (SPPR118) ADD_SPELL: CLERIC_GOODBERRY_DRUID_VERSION * Cause Light Wounds (SPPR119) ADD_SPELL: CLERIC_CAUSE_LIGHT_WOUNDS * Cause Light Wounds Sec Spell name change: sppr119d.spl --> DVPR119D.spl Animal Summoning I (SPPR120) ADD_SPELL: CLERIC_ANIMAL_SUMMONING_SR_LEVEL_1 Obscuring Mist (SPPR121) ADD_SPELL: CLERIC_OBSCURING_MIST Obscuring Mist eff Rename: sppr121i.eff --> DVPR121i.eff Remove unnecessary ALTER_EFFECTS, etc. Level 2: Know Opponent (SPPR209) --> CLERIC_KNOW_OPPONENT Resist Elements (SPPR210) --> CLERIC_RESIST_ELEMENTS Cure Moderate Wounds (SPPR215) ADD_SPELL: CLERIC_CURE_MODERATE_WOUNDS Fire Trap (SPPR216): ADD_SPELL: CLERIC_FIRE_TRAP Regenerate Moderate Wounds (SPPR217): ADD_SPELL: CLERIC_REGENERATE_MODERATE_WOUNDS Issue: Protects vs. SPPR619/711/117/323/419 (i.e. other regen spells) Gust of Wind (Druid) (SPPR218) ADD_SPELL: CLERIC_GUST_OF_WIND_DRUID_VERSION * Cause Moderate Wounds (SPPR219) ADD_SPELL: CLERIC_CAUSE_MODERATE_WOUNDS * Cause Moderate Wounds Sec Spell Rename: sppr219d.spl --> DV Animal Summoning II (SPPR220) ADD_SPELL: CLERIC_ANIMAL_SUMMONING_SR_LEVEL_2 Remove unnecessary ALTER_EFFECTS, etc. Level 3: Break Enchantment (SPPR307) --> CLERIC_BREAK_ENCHANTMENT Contagion (SPPR311) Does not replace rigid thinking in IWDEE. ADD_SPELL in IWDEE: CLERIC_CONTAGION Non IWDEE: --> CLERIC_CONTAGION Contagion Sec Spell Name Change: sppr311d.spl --> DVPR311D.spl Issue:Why does this spell not replace Rigid Thinking in IWDEE??? Should it just be added by ADD_SPELL in all games? Contagion Sec Spell Name Change sppr311d.spl --> DVPR311D.spl Gust of Wind (SPPR (Cleric version?) --> CLERIC_GUST_OF_WIND Animal Summoning III (SPPR320) ADD_SPELL: CLERIC_ANIMAL_SUMMONING_SR_LEVEL_3 * Cause Serious Wounds (SPPR321) ADD_SPELL: CLERIC_CAUSE_MEDIUM_WOUNDS * Cause Serious Wounds Sec Spell Rename: sppr321d.spl --> DVPR321D.spl Storm Shield (SPPR322) ADD_SPELL: CLERIC_STORM_SHIELD Issue: Storm Shield: Protects vs. SPWI213/502/614/810, WAND13, SPPR319/517/717/319B/517B/717B/322 Regenerate Serious Wounds (SPPR323) ADD_SPELL: CLERIC_REGENERATE_SERIOUS_WOUNDS Issue: Protects vs. SPPR619/711/117/217/419 (i.e. other regen spells) Magic Fang (SPPR324) ADD_SPELL: CLERIC_MAGIC_FANG Issue: Why not installed in IWDEE??? Installing in IWDEE * Spike Growth (SPPR325) ADD_SPELL: CLERIC_SPIKE_GROWTH * Spike Growth Eff Name change: sppr325i.eff --> DVPR325I.eff Issue: Why not installed in IWDEE??? Not needed (already a version in IWDEE) Icelance (SPPR326) ADD_SPELL: CLERIC_ICELANCE Remove unnecessary ALTER_EFFECTS, etc. Level 4: Protection from Lightning Disabled in IWDEE as in other games * Cause Critical Wounds (SPPR414) * Ice Storm (SPPR418) ADD_SPELL: CLERIC_ICE_STORM Regenerate Critical Wounds (SPPR419) ADD_SPELL: CLERIC_REGENERATE_CRITICAL_WOUNDS Issue: Protects vs. SPPR619/711/117/217/323 (i.e. other regen spells) Level 5: * Cause Wounds (SPPR510) Disabled * * Slay Living * (SPPR511) * Polymorph Other (SPPR519) ADD_SPELL: CLERIC_POLYMORPH_OTHER Protection from Acid (SPPR520) ADD_SPELL: CLERIC_PROTECTION_FROM_ACID Protection from Cold (SPPR521) ADD_SPELL: CLERIC_PROTECTION_FROM_COLD Protection from Lightning (SPPR522) ADD_SPELL: CLERIC_PROTECTION_FROM_LIGHTNING Protection from Fire (SPPR523) ADD_SPELL: CLERIC_PROTECTION_FROM_FIRE Mass Regenerate (SPPR524) ADD_SPELL: CLERIC_MASS_REGENERATE Animal Growth (SPPR525) ADD_SPELL: CLERIC_ANIMAL_GROWTH Level 6: * Harm (SPPR608) * Regeneration (SPPR619) ADD_SPELL: CLERIC_REGENERATION_DRUID_VERSION Banishment (SPPR620) ADD_SPELL: CLERIC_BANISHMENT Conjure Air Elemental (SPPR621) ADD_SPELL: CLERIC_CONJURE_AIR_ELEMENTAL Conjure Earth Elemental (SPPR622) ADD_SPELL: CLERIC_CONJURE_EARTH_ELEMENTAL Animate Skeleton Warrior (SPPR623) ADD_SPELL: CLERIC_ANIMATE_SKELETON_WARRIOR Level 7: Animal Summoning VII (SPPR716) ADD_SPELL: CLERIC_ANIMAL_SUMMONING_SR_7Mage Spells Level 1: Monster Summoning I (SPWI107) --> WIZARD_MONSTER_SUMMONING_SR_1 Obscuring Mist (SPWI106) --> WIZARD_OBSCURING_MIST Expeditious Retreat (SPWI108) ADD_SPELL IN IWDEE: WIZARD_EXPEDITIOUS_RETREAT Non IWDEE: --> WIZARD_EXPEDITIOUS_RETREAT Dimension Jump (SPWI109) ADD_SPELL: WIZARD_DIMENSION_JUMP True Strike (SPWI111) --> WIZARD_TRUE_STRIKE Detect Alignment (SPWI126) ADD_SPELL: WIZARD_KNOW_ALIGNMENT_SR_1 Level 2: Detect Alignment (SPWI202) No problem: disables detect evil Battering Ram (SPWI207) --> WIZARD_BATTERING_RAM Know Opponent (SPWI208) --> WIZARD_KNOW_OPPONENT Sound Burst (SPWI223) --> WIZARD_SOUND_BURST Resist Elements (SPWI225) ADD_SPELL: WIZARD_RESIST_ELEMENTS Monster Summoning II (SPWI226) ADD_SPELL: WIZARD_MONSTER_SUMMONING_SR_2 Level 3: Monster Summoning III (SPWI309) --> WIZARD_MONSTER_SUMMONING_SR_3 Icelance (SPWI327) ADD_SPELL: WIZARD_ICELANCE Level 4: Dimension Door (disabled at this lvl) (SPWI402) Disabled for selection at creation in IWDEE, etc. (moved to 1st level) Monster Summoning II (Disabled at this lvl) (SPWI407) Disabled for selection at creation in IWDEE, etc. Break Enchantment (SPWI410) --> WIZARD_BREAK_ENCHANTMENT Monster Summoning IV(SR)(SPWI423) --> WIZARD_MONSTER_SUMMONING_SR_4 Protection from Elemental Energy (SPWI426) ADD_SPELL: WIZARD_PROTECTION_FROM_ELEMENTAL_ENERGY Vitriolic Sphere (SPWI427) ADD_SPELL: WIZARD_VITRIOLIC_SPHERE Level 5: Summon Shadow (SPWI501) --> WIZARD_SUMMON_SHADOW Waves of Fatigue (SPWI508) --> WIZARD_WAVES_OF_FATIGUE Dispelling Screen (SPWI510) --> WIZARD_DISPELLING_SCREEN Ball Lightning (SPWI524) ADD_SPELL: WIZARD_BALL_LIGHTNING //see protect from fire below--same file name (SPWI524) Protection from Fire (SPWI524) ADD_SPELL: WIZARD_PROTECTION_FROM_FIRE_SR_5 (5th level version) Protection from Cold (SPWI525) ADD_SPELL: WIZARD_PROTECTION_FROM_COLD_SR_5 (5th level version) Mestl's Acid Sheath (SPWI526) ADD_SPELL: WIZARD_MESTILS_ACID_SHEATH Level 6: Banishment (SPWI605) --> WIZARD_BANISHMENT Monster Summoning IV (SPWI619) --> WIZARD_MONSTER_SUMMONING_4 // DavidW: special case Animate Skeleton Warrior (SPWI623) --> WIZARD_ANIMATE_SKELETON_WARRIOR Level 7: Summon Death Knight (SPWI707) --> WIZARD_SUMMON_DEATH_KNIGHT Monster Summoning VII (SPWI724) ADD_SPELL: WIZARD_MONSTER_SUMMONING_5 Level 8: Ghostform (SPWI2801) --> WIZARD_GHOSTFORM Mind Blank (SPW802) --> WIZARD_MIND_BLANK Symbol of Weakness (SPWI811) --> WIZARD_SYMBOL_WEAKNESS Monster Summoning VIII (SPWI819) ADD_SPELL: WIZARD_MONSTER_SUMMONING_6 Level 9: Monster Summoning VIIII (SPWI2906) --> WIZARD_MONSTER_SUMMONING_7
  16. Lol, thanks! It's been a stressful life
  17. ...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?
  18. 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)
  19. 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
  20. 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 Priest spells, since there are only 50 slots per level. The mod would now have to worry about compatibility issues with UI mods - would probably be best if a separate mod implements the UI changes, and others just tie-in when it's been installed. This method would otherwise work. The same section of UI.menu is used by Shamans and Sorcerers for spell selection, so Sorcerers could use this as well. Any shaman/sorcerer using it would then provide a way to select spells each level (likely though dialog menus). I don't suppose that there is a way to do some ui magic to create a custom spell selection screen during character creation--and level up--is there?
  21. Oh spit! Simple mistake. I was copying the wrong descriptor from the spl file (i.e. 0x0054 when it should have been 0x0050)--thanks for that Subtle. This worked: Edit: this is lightly better: //Scroll of Detect evil COPY_EXISTING ~SPPR104.spl~ ~override~ READ_ASCII 0x0008 name READ_ASCII 0x0050 desc COPY ~%mod_folder%/data/scrolls/priest_1/B_PS104.itm~ ~override~ //Actual scroll WRITE_ASCIIE 0x0008 ~%name%~ WRITE_ASCIIE 0x000c ~%name%~ WRITE_ASCIIE 0x0054 ~%desc%~
  22. Solved. See 3rd post I'm trying to create a number of cleric scrolls. In order to increase compatibility (especially with Spell Revisions), I would like to be able to copy the spell description and then apply it to the scroll description. I can do this will the file name, no problem. So, for example, for the scroll of detect evil, I have this: //get spl name: Detect Evil COPY_EXISTING ~SPPR104.spl~ ~override~ READ_ASCII 0x0008 name COPY_EXISTING ~B_PS104.itm~ ~override~ //scroll of detect evil (etc.) WRITE_ASCIIE 0x0008 ~%name%~ WRITE_ASCIIE 0x000c ~%name%~ Great, it copies the spell text/string ref--not sure which--from the spell and applies it to the scroll. That is, this doesn't work: //get spl name: Detect Evil COPY_EXISTING ~SPPR104.spl~ ~override~ READ_ASCII 0x0054 desc COPY_EXISTING ~B_PS104.itm~ ~override~ //scroll of detect evil (etc.) WRITE_ASCIIE 0x0054 ~%desc%~ What am I doing wrong?
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