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Fiann of the Silver Hand

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Posts posted by Fiann of the Silver Hand

  1. Valid values are 1 (Mage), 2 (Fighter), 3 (Cleric), 4 (Thief), 5 (Bard), 6 (Paladin), 11 (Druid), and 12 (Ranger). The missing values are for the various multi-class and unkittable single-class characters.

    Sometimes when people say "valid", they mean "I don't know a reason to do this". Does valid here mean that, or does it mean the engine won't recognize any other value?

     

    @sd That's similar what I was attempting. I want to eliminate a useless school from mages and make it all bard (-only) spells.

     

    All this has happened before, and all this will happen again.

    That's too bad. Did any mods in the 12 years (minimum) ever make use of something like this? My use was a melee-focused bard, so I wanted to restrict it from typical damage spells.

  2. You know all the IDS and 2DA files that use hex as markers? STATE.IDS is the best example. Here's a sample:

    0x00200000 STATE_NONDETECTION
    0x00400000 STATE_IMPROVEDINVISIBILITY
    0x00800000 STATE_BLESS
    0x01000000 STATE_CHANT
    0x02000000 STATE_DRAWUPONHOLYMIGHT

    Now let's say that, for whatever reason, you want to do a StateCheck in a script for a creature with one of these States (which are always hardcoded set by an opcode). You could do a check for each one, or, you could get your handy hex calculator (built-in Windows calculator can) and... add them together, giving us

    0x03E00000 NAMEITWHATEVERYOUWANT

    Great, right? AI mods did this ages ago to make target checking easier. But what does this have to do with kits and their restrictions? Well, if you look at KITLIST.2DA, each kit's restrictions (under the label UNUSABLE) is in hex. This means if you want to make a variant bard kit* that can't learn/cast Invocation spells, you could combine *Blade and Enchanter, giving an UNUSABLE of

    0x00200200

    This also means you can combine mage specialists, though this just restricts their spells more. The only thing to consider is that the main/starting kit is still going to have its own restrictions. For most kits, there's nothing hardcoded besides item usability. But some have little quirks like thief skills added in, so know what your starting point is.

  3. The difference is that wizards get a tangible benefit from a familiar, represented by extra hit points. A creature just following you around is not a familiar. Familiars are bound to the wizard's soul/lifeforce. Animal companions are more just super pets. Regardless of historical accuracy (which D&D was never good at), there's a huge difference between the two. Wizards should treat familiars as assets, whereas druids/rangers see their companions as friends.

  4. So, you know how SCS uses invisible creatures to Shout so that the AI will move out of clouds? I think it'd be awesome (i.e. I'm doing it myself on my end) if we had some actually static spell effects rather than the always-moves-with-the-person-it-was-cast-on. Resilient Sphere is supposed to be immovable, and something creatures can wander into and out of. Same with Silence 15' (except it can be cast on an object if desired). Perhaps we could see if an immobile InvCre casting these sorts of spells every 3 secs or so might give a better result.

  5. Without having looked at it, there should only be a handful of scripts to alter to get this to work: the Coronet's ARE script and Yoshimo's, in particular. Those two (at the least) must be getting overridden by later installed mods.

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