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Grammarsalad

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Posts posted by Grammarsalad

  1. Mad Mate has also been fixing some stuff, some of which duplicates the work I did here. But his version is much cleaner - he went back and converted kreso's b15 changes as commits on top of b14.

     

    I talked to him about getting everything dobe so far into a single branch with commits for various fixes. Once that branch is caught up, we should talk about moving forward. (My suggestion at that point would be, we can each fork it abd make fixes and make pull requests to get the fixes into that branch. And Mike, in turn, can inspect the commits to that branch and incorporate them into the G3 main branch, as he sees fit.

    Sure, just let me know if/when you need my help.

  2. ...

     

    @Grammarsalad: Uh, you know, I would, because everyone seems to just love github, but my few experiences with github's web interface have been extremely infuriating to the point of never wanting to touch the thing. I've been told that there are other ways to use github that don't involve the ridiculous web interface, but... As I've said to subtledoctor, anything SRR can be used as anyone pleases. Like IRR, I only started messing around with things for my own enjoyment - anything beyond that is a bonus. However, I would warn you, as subtledoctor discovered...just compare my main_component.tpa to b15's...and THEN compare my arcane.tra to b15's arcane.tra. Ha.

     

    ...

    Understood. My thinking was to incorporate some of your fixes to lighten the load, so to speak. But, maybe subtledoctor is already doing this(?)

  3. Bart, are you on Github? The easiest way to do this is through Github forking and pull requests. I think that Mike said that this would help get a new 'official' release up and running. A nice thing about Github is that it could also help with documenting changes. It will show you what files have changed and (for text files) exactly what text has changed.

     

    Or, if you will give me permission, I can add your changes to my version for a pull request either to subtle's version, or, if it comes after he sends a request to gibberlings, to another request to gibberlings.

  4.  

    Should I fork your repo and send you pull requests? I have recently gone over all 1st level spells, so I'm happy to commit to them for now to avoid duplicating work

    Sure. Might as well collect any fixes we can make in one place so we can keep everything straight.
    Cool cool!

     

    Edit: forked. I'll start on 11st level spells this weekend

  5. incomplete bug list

     

    2. Should they all be updated, though? For example, isn't detect evil thematically appropriate for paladins (as opposed to detect alignment)

     

    3.They're different spells. I think the point was to just replace the occasionally useful zosa with the more often useful gow.

     

    7. I'm wondering if haste (or even free movement) should protect against or remove the slow effect, honestly. It seems to me to be a kind of 'curse' effect, something you would need ' break enchantment' to deal with.

     

    13. I'm weary of messing with spells utilized by the AI...

     

    Glaring:

     

    I agree with some of the points on this list (especially chill touch), but I think all but maybe number 5 go beyond bug fixing.

  6. Mike is b15 still only available from the dropbox link in this thread? I have forked the mod on Github, and replaced it entirely with the b15 version, and then:

    - added some ACTION_IF clauses to make it install on IWDEE

    - fixed that damn SPIN203/105 typo

     

    You want I should do a pull request to the main G3 branch on Github? That would get the Github version up to including kreso's latest code, and you can review the IWDEE changes as you like.

     

    Note, however, that kreso got a little EE-happy, and included opcodes in several places that crash BGT. So if b15 is merged into Github, someone should be ready to fairly quickly go through and deal with those instances. (I have no idea where they are or how many there are... perhaps Bartimaeus has some insight?)

     

    Alternatively if someone who's had some dealings with the EE-only opcodes wants to work with me, we can make the fixes in my fork, and offer the whole thing back to the main G3 branch once everything is running smoothly. Anyone who feels like working on this, let me know.

    Yeah, I was thinking of doing exactly this.

     

    So, how can I help? Should I fork your repo and send you pull requests? I have recently gone over all 1st level spells, so I'm happy to commit to them for now to avoid duplicating work

  7.  

    Here's what I would do:

    ...

    - Now you have freed up about a dozen proficiencies, which happen to be stats. Yay!

    Have you actually made a single successful test of this ?
    I've started the process here:

    https://github.com/Grammarsalad/Proficiencies/blob/master/proficiency/data/components/Setup_proficiencies.tpa

     

    Edit: also see e.g.:

    https://github.com/Grammarsalad/Proficiencies/blob/master/proficiency/lib/armor_prof.tpa

     

    Edit2: and yes, it works. I haven't set npc proficiencies yet and its kinda funny how full plated npcs walk around at a snail's pace

  8. Oh, it seems the latest version(s) of Weidu is busted or something - on version 24500 on a clean non-EE install, I have BG2 Fixpack failing to install with the same sort of "illegal 2-byte read" error. Downgrading weidu seemed to have fixed it.

     

    (e): If you install SR first, and you use the Big World Fixpack's fixes, seems like everything installs fine and the spells in question are okay (although no doubt missing whatever latest changes the EEs have made). But installing SCS first corrupts those spells, and it's difficult to decipher why. So...if you use both mods, just install SR first (like you're supposed to anyways).

    Oh wow, Wisp should be informed of this...

  9. Now that I'm pretty happy with the way Invisibility effects can be handled, I want to re-start a discussion on Charm/Domination, which is still in a pretty terrible state IMHO.

     

    I still think it's worth exploring the idea of dispelling the Charm if the victim is damaged - think of something like, knocking the sense back into them. Cancel-on-damage has been shown to be unworkable, but what about more damage - opcode 232 can have a condition of "when hit points are reduced to 50%." SO if you have enough sense knocked into you, you can come around and be yourself again.

     

    Of course this would fail - or, fail within 6-9 seconds - if you try to charm someone who is already below 51% of their hp total. But, I would humbly suggest that if a person is so damaged that they are literally halfway to being dead, you likely cannot charm them! :p

     

    Note, you could build a save into this, so that when they go below 50% (or x%, whatever the number is) hit points, they can save each round to break free.

     

    This would be a good differentiator between Charm/Dire Charm vs. Domination: someone who is Dominated is so thoroughly affected that they will fight to the last and be utterly unable to break free of the effect.

     

    As for the difference between Charm and Dire Charm: really, it should be that someone who is merely Charmed will not fight for you. Or, not fight effectively. Zero APR vs. full APR is a way to implement it, but I know kreso doesn't like the silly slap-fighting animation that would result.

     

    What about using Feeblemind? Then the Charmed creature would just stand there, dumbstruck. Of course, now we're talking about a 1st-level Feeblemind, which is crazy, but

    - any abilities that protect against Charm could be patched to be certain to protect against this spell

    - it could have a very low duration, like ~2-3 rounds, where Feeblemind is permanent

    - it could be canceled if the target went below x% of their hp total, as described above (maybe they have to make a save with Dire Charm, but not with Charm)

     

    Alternatively, maybe just remove Charm Person altogether and change it to something different. E.g. make it a "Hallucinate" spell in the Illusion school, and move Spook to Necromancy (since Horror is already there). Where "Hallucinate" is a single-target Confusion. The Enchantment school will be fine, since it still has Sleep, which so utterly outshines Charm Person.

     

     

    I can't believe that I haven't told you about this. I have a version of charm person that makes the target 'stand around' but does not use the feeblemind opcode, so the target can still run scripts (and be talked to). It only works in EE, though.

     

    There is an opcode in EE, I think it is 365, that makes the target unselectable. Unselectable targets cannot be controlled, at least by the player--I need to test what happens when it is cast on a PC. I believe it's coded in B_Spells. This is the description:

     

    https://github.com/UnearthedArcana/B_Spells/blob/master/spells/tra/english/revised.tra#L175

  10. ...

     

    It probably won't affect 6th-level Mislead invisibility at all, because it is stupid. :(

    That might be a benefit. Assuming this ability is less then 6th level in strength, then it makes these that illusionists that can cast 6th level spells can find a way to circumvent It

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