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Echon

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Everything posted by Echon

  1. I assume that is not possible then.
  2. Why not? I have simply found a way to avoid the issue.
  3. Or that. I had forgotten about the GiveItemCreate action. Thanks.
  4. I did not use the effect via a spell, but attached it directly to a creature. That way it always succeeded. It looks like I will need to use your implementation to add the random element.
  5. This effect ignores probability values.
  6. Echon

    ChangeEnemyAlly()

    Does this even work ? Cause I would think, it would not. Ignoring for the moment that this is unrelated to the issue at hand, yes, yes it does. The block loops and the string is displayed over and over. You know, I do run my scripts before I ask people to help me fix them.
  7. Echon

    ChangeEnemyAlly()

    I tried a couple of different things to see if anything changed, but it never worked as intended. Now I have made a simple workaround that does not require ChangeEnemyAlly.
  8. Is this action known to be buggy? Or not work in specific instances? The reason I ask is because this block loops: IF !Allegiance(Myself,GOODCUTOFF) Allegiance(LastSummonerOf(Myself),ENEMY) THEN RESPONSE #100 DisplayString(Player1,1) // Why hast thou disturbed me here? Hast thou no manners? Get out! ChangeEnemyAlly(Myself,GOODCUTOFF) SetGlobal("MaxStrength","LOCALS",0) END This block on a normal enemy gnoll worked fine: IF !Allegiance(Myself,GOODCUTOFF) THEN RESPONSE #100 DisplayString(Myself,1) ChangeEnemyAlly(Myself,GOODCUTOFF) END
  9. I had been considering taking a look at projectiles and number of targets, but I guess it is not worth the time.
  10. From IESDP 14 Nearest Returns the nearest visible creature - usually the active creature. Huh. I am not sure how I overlooked that. That is a very elegant solution, and one I wish I had thought of myself. I just tested it, and the script works as intended now. The script can also change the allegiance as needed so using different summons will not be necessary. No. It needs to a cast a spell on the x nearest allies, with x depending on the caster's level. Cure Light Wounds is just used for testing purposes.
  11. That would make it all a lot more simple, but the number of targets affected by the spell increases with the caster's level.
  12. Thanks! That explains why I got those results. Also, this is the kind of information that needs to be in the IESDP. I mean, that would have saved me a lot of time. I tried several, but ended up with GOODCUTOFF.
  13. I know PCs are 2, but I wanted something that covers party members, summoned creatures, charmed/controlled allies, etc. I am sorry, but I am not sure what you mean by this.
  14. What is the 'friendly' equivalent of NearestEnemyOf()? Nearest([ALLY])? Nearest([GOODCUTOFF])? I thought I had used these previously without problems but I am getting some unreliable results. I summon a CRE with a SPL via an EFF (allegiance = the caster) and it runs a script with this bit at the end. IF stuff THEN RESPONSE #100 ReallyForceSpell(Nearest([GOODCUTOFF]),CLERIC_CURE_LIGHT_WOUNDS) // SPPR103.SPL (Cure Light Wounds) ReallyForceSpell(SecondNearest([GOODCUTOFF]),CLERIC_CURE_LIGHT_WOUNDS) // SPPR103.SPL (Cure Light Wounds) ReallyForceSpell(ThirdNearest([GOODCUTOFF]),CLERIC_CURE_LIGHT_WOUNDS) // SPPR103.SPL (Cure Light Wounds) DestroySelf() END With two members in the party, player1 receives a CLW and the two others are cast untargeted. With four members, player1 and player2 receive the spell, with the last being untargeted. Using ALLY instead of GOODCUTOFF, all three are untargeted. What is the issue here?
  15. Echon

    Cast Spell (146)

    Thank you! I had not noticed that small detail. Odd that it requires two blank spaces. V1.0 comes from WeiDU's CREATE, which must be bugged.
  16. Is this effect known to crash under certain circumstances? I have made an ITM that casts a SPL on the target when it hits, similar to how CHILLT.ITM casts SPWI117A.SPL on hit, but for whatever reason, the game always crashes. The ITM is not the issue, since it can cast other spells. I have even modified the new SPL to match others that are used in the same way, but the result is still a crash. I have already spent too many hours on this so I hope someone here can clear this up. The SPL is attached to this post. SPPR330.zip
  17. Echon

    No new spells

    It seems a bit odd that BG2 has this limitation when BG:TotSC does not. Oh, I will. There is really no reason to do the things manually that ADD_SPELL does automatically.
  18. Echon

    No new spells

    Heh, I am supposed to get a mail when someone replies to this topic. Has this feature been disabled? Yes, I am. All my spells begin at 60, an arbitrary number I chose many years ago presumably to avoid overlapping with other mod spells. edit: Thanks. This was the issue.
  19. Echon

    No new spells

    I am copying the spells and appending SPELL.IDS manually.
  20. Echon

    No new spells

    I thought this would be a trivial problem to solve but searching various forums has not provided any solution so here goes. I have installed FotD on Tutu and BGT, but the new wizard and priest spells are missing from the game. The wizard spells do not show up during character creation and priest spells do not appear in the priest scroll. All spells use the SPWI/PRXXX naming scheme and appear to have been installed correctly when looking at them with NI. I saw somewhere that the numbers in SPELLS.2DA are related to this, although the actual number is hardcoded according to IESDP. I increased the values to 99 anyway but this made no difference. What else is at work here?
  21. I am starting this topic here mostly because I not am sure where else to do so. I tried the World Map forums yesterday but noone has replied so far. Anyway, I would like to know who made the animated versions of the original BG world map icons for Tutu and BGT (which are identical, as far as I can tell), and how I can update the icon for the new area in FotD in a similar way.
  22. Echon

    BAM patching

    It works! I just added the new FotD area to the Tutu worldmap. Thanks for writing and sharing the code. Of course, it is greyscale like the old icons but that can be fixed.
  23. Echon

    BAM patching

    Sweet! I will give it a try.
  24. Echon

    BAM patching

    I read the readme but on a technical level I am not sure how to use this in combination with FotD. Would I require that people install this before, after or what? edit: I had not seen Cam's reply.
  25. Echon

    BAM patching

    I guess I will do the same then, if only because it is a lot easier. What did you edit the BAMs with, by the way? I used BAM Workshop way back when but I would not expect that to be the tool of choice now. Yeah, overwriting MAPICONS is really not desirable. I wonder how other mods that add world map areas handle this. STATES I imagine is less of a problem but it may not actually be necessary to include in the mod. And what exactly is the 'BP-BGT-OMG-BBQ worldmap thingy'?
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