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Magus

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Everything posted by Magus

  1. Another update for BGforge MLS and IElib. They now support importing IE file formats data from IESDP. Currently, that includes ITM and SPL v1, as well as EFF v1/v2. You can help to add more formats. In fact, if you want, you can have most of IESDP data right in your IDE. All it takes is just some copy-paste. The update also features a custom Monokai-based theme designed to make better use of the aforementioned data. Feel free to share feedback on the forum.
  2. There's Wait(). And I think you can actually check Kit().
  3. Because it's not defined. You'll need to define it and other used constants (or use IElib).
  4. Allow me to show off: ACTION_DEFINE_ASSOCIATIVE_ARRAY fog_spells BEGIN ~%WIZARD_STINKING_CLOUD%~ => 1 ~%WIZARD_STINKING_CLOUD%D~ => 1 ~%WIZARD_CLOUDKILL%~ => 1 ~%WIZARD_CLOUDKILL%D~ => 1 ~%WIZARD_DEATH_FOG%~ => 1 ~%WIZARD_DEATH_FOG%D~ => 1 ~%WIZARD_INCENDIARY_CLOUD%~ => 1 ~%WIZARD_INCENDIARY_CLOUD%D~ => 1 ~%CLERIC_WRITHING_FOG%~ => 1 ~RR#WI502~ => 1 ~DVCKILL~ => 1 ~DVWCKILL~ => 1 ~DVCKILL2~ => 1 ~WAND13~ => 1 END COPY_EXISTING_REGEXP GLOB ~^.+\.spl$~ override GET_OFFSET_ARRAY ab_array SPL_V10_HEADERS PHP_EACH ab_array AS ab_ind => ab_off BEGIN added = 0 GET_OFFSET_ARRAY2 fx_array ab_off SPL_V10_HEAD_EFFECTS PHP_EACH fx_array AS fx_ind => fx_off BEGIN PATCH_IF added != 1 BEGIN READ_SHORT fx_off opcode READ_ASCII (fx_off + EFF_resource) resource (8) NULL TO_UPPER resource PATCH_IF opcode == OPCODE_protection_from_spell AND VARIABLE_IS_SET $fog_spells("%resource%") BEGIN READ_BYTE (fx_off + EFF_resistance) original_resist_dispel READ_LONG (fx_off + EFF_duration) original_duration header = (ab_ind + 1) insert_point = 99 target = TARGET_EFF_self LPF ADD_SPELL_EFFECT INT_VAR opcode = OPCODE_display_special_effect_icon parameter2 = icon_ref resist_dispel = original_resist_dispel duration = original_duration header insert_point target END LPF ADD_SPELL_EFFECT INT_VAR opcode = OPCODE_text_display_string parameter1 = RESOLVE_STR_REF(@1000117) timing = TIMING_instant resist_dispel = BYPASS_MR header insert_point target END added = 1 END END END END BUT_ONLY Testing required, of course. You might be able to trim it down further with CLONE_EFFECT, maybe.
  5. You can post the file, maybe someone else spots what's wrong with it.
  6. I would still recommend to stick to ACTION_PHP_EACH, because "OUTER_FOR (npc = 0; npc < 28; ++npc)" is prone to mistakes if you later add or remove NPCs.
  7. Did you actually check item name in the savegame? Mods often add copies/replacements for various reasons.
  8. Yes, it's mine. There was never a v8 released. There was (and is) a WIP on github. I think Roxanne's tool uses master HEAD, so it could've picked that up. But obviously it's a bad practice and any feedback about unreleased versions will not even be considered.
  9. Functional way is obviously much better than just writing bytes left and right. The holy grail, however, would be object-oriented style. But I'm afraid it would take a tool other than WeiDU. These are both very important points, I agree. (And also I think that "sanity" checks included in many mods are actually detrimental to the overall mods quality in the long term. Install-time failures are immidiately obvious and get fixed relatively quick. But if mods "work around" issues by skipping the files, errors can linger for many years). And even when not using SFO, basic self-documenting not that hard to achieve by simply defining the corresponding constants: COPY_EXISTING ~plyspid.itm~ ~override~ PHP_EACH web_spells AS index => spell BEGIN LPF ADD_ITEM_EQEFFECT INT_VAR opcode = OPCODE_protection_from_spell target = TARGET_EFF_self timing = TIMING_while_equipped resist_dispel = BYPASS_MR STR_VAR resource = EVAL ~%spell%~ END END BUT_ONLY A properly structured documentation can be added to intellisense. Which doesn't obsolete the need to read the actual doc first, but still reduces the amount of alt-tabbing.
  10. Do you mean that components are inapplicable, or you're hitting some issues? Please do report the latter to github. I never actually tried TuTu, so I don't test on it. And looking at it, it's hard to even understand what to use. There's V4, and V6 beta, and TuTufix, and also something called EasyTuTu... Is there a definitive version?
  11. You can try giving her "gold" item (a stash, like in containers)
  12. The same can happen with baldur.bcs.
  13. damn, I wrote a longish reply, pressed ctrl-z to cancel last words and IPB deleted it all with no possibility of restoring Short answer: just these 3 - no difference.
  14. IIRC ORs are slow, since every triggers is checked (thus CD_STATE_NOT_VALID exists). Checking gvars is fast. Obviously, It's best to cut off early. Anyway, there's not much point in thinking about it until you actually hit a performance problem.
  15. kludgemaster 3000: you can set a short timer in dplayer.bcs, once it expires you'll know it's off. Not instant, and won't work in some corner cases, but hey, it's something.
  16. There's something in EEEx https://eeex-docs.readthedocs.io/en/latest/EE Game Lua Functions/game/game_GetPartyAI.html#game-getpartyai, although the usage is unclear.
  17. Purchased items are dword (4 bytes), you have to use READ/WRITE_LONG, and correspondingly, INSERT 4 bytes, not 0xc. And increase purc-num.
  18. I think SWPI213 is supposed to be "SPWI213"? Add some PATCH_PRINTs to debug whether it enters the IF.
  19. You can stuff more info into LABEL, or put it into a comment in tp2.
  20. Thanks to a generous donation by @Blash2, Golem now supports SoD and EET.
  21. That would come useful, not only to TnT, but to any mod using the Golem, please do get in touch if you decide to proceed. You're welcome to. I, however, only track github and TnT's own forum, and can't guarantee responding to any messages posted elsewhere.
  22. It's not tested with EET (I think it requires SoD? and I don't have it). But most components should work on any game. You can test, report bugs to github and provide feedback on the forum. A new version is due sometime soon, and it'll include more stuff, so it's a good time to chime in.
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