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About WanderingScholar
- Birthday 05/09/1993
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I'm trying to use a negative value in AddexperienceParty() as a cost for using certain spells. They use script blocks like this: IF OnCreation() !Allegiance(Myself,ENEMY) Alignment(Myself,MASK_LAWFUL) HasItemEquiped("CORNUGON",Myself) // Skull THEN RESPONSE #100 ChangeAIScript("WS#CORN",GENERAL) ChangeEnemyAlly(Myself,GOODBUTBLUE) DisplayStringNoName(Myself,117254) // The fiend accepts a sacrifice as payment AddexperienceParty(-9000) ChangeAIScript("",OVERRIDE) END However, when this executes it causes an integer underflow and completely wraps your experience around to max. It says in the game window that the correct amount was lost but for some reason the underflow always happens. I could use some help with this because I'm not sure what to do.
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I have a modded game where Spell Shield does set a stat with (318) and it's "SPELL_SHIELD" not "WIZARD_SPELL_SHIELD" ! I can use CheckStatGT(LastSeenBy(Myself),0,SPELL_SHIELD) You save the day once again jmerry!
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Been losing my mind for the last hour just trying to do a simple text edit. I have a bunch of scripts in my game with variations of this: CheckStatGT(LastSeenBy(Myself),0,MOVESILENTLYMTPBONUS) Problem is, MOVESILENTLYMTPBONUS should be WIZARD_SPELL_SHIELD. Now when I have WeiDU print the file contents of a script with this, it shows up as already being WIZARD_SPELL_SHIELD! Except in game I can tell based on the behavior of the script that it's not. Every attempt I've made to decompile and patch this has failed. Near Infinity says it's MOVESILENTLYMTPBONUS, but WeiDU thinks it's looking at WIZARD_SPELL_SHIELD. What is going on?
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If so, how would you script this? IF Allegiance(Myself,ENEMY) StateCheck(Myself,STATE_INVISIBLE) !GlobalTimerNotExpired("findtrapstimer","LOCALS") !GlobalTimerNotExpired("castspell","LOCALS") Detect(NearestEnemyOf(Myself)) OR(2) StateCheck(NearestEnemyOf(Myself),STATE_MIRRORIMAGE) StateCheck(NearestEnemyOf(Myself),STATE_IMPROVEDINVISIBILITY) Range(NearestEnemyOf(Myself),10) THEN RESPONSE #100 SetGlobalTimer("findtrapsinitialise","LOCALS",30) SetGlobalTimer("findtrapsactive","LOCALS",4) Continue() END IF Allegiance(Myself,ENEMY) StateCheck(Myself,STATE_INVISIBLE) !GlobalTimerNotExpired("findtrapstimer","LOCALS") !GlobalTimerNotExpired("castspell","LOCALS") Detect(NearestEnemyOf(Myself)) OR(2) !GlobalTimerNotExpired("findtrapsinitialise","LOCALS") GlobalTimerNotExpired("findtrapsactive","LOCALS") THEN RESPONSE #150 MoveToObject(NearestEnemyOf(Myself)) FindTraps() RESPONSE #100 Continue() END
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It's awesome to see a new release! Congrats! Just a little something minor. When altering spell progression tables NPC's may have incorrect slots when joining the party, until they level up. Same thing with Tweaks, they need updated spellbooks if you want consistency.
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Yes, that appears to be the case. Changing the X position to 595 should fix it. Can't give this mod enough praise btw.
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Yep, that's what I'm looking for. Changing the X position to 595 should do it. I also got rid of the sword coast map label from the other mod that's under it. Thanks
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I mean, either works, but for now I was just thinking of adding some code to my own mod that contains the bugfixes for my list. BST contains a number of functions related to map icon placement that I can't make sense of. I was hoping there might be an easy fix. Like edit this file and change these coordinates.
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I can get the correct coordinates with near infinity, but I'm looking for a solution with WeiDU. I'm not familiar with editing the map.
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BGT without any other map mods. How do I move the map marker so it's centered in the right place? Thanks
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I just wanted to chime in here having just finished a run with both Ascension and Wheels. I also experienced multiple bugs which I'm fairly certain are a result of the Wheels mod or at least combining the two. @DavidW has already acknowledged that Wheels is in a messy unpolished state. That being said, I'm not sure if he'll ever get back around to it. I can kind of understand his reluctance since he's got ToF and SCS to maintain. I'm fairly confident I could fix most of the bugs, only problem is I don't know what the intended behavior is for certain things. With that being said, I didn't experience any of the 3 bugs you mentioned above. 1. Upon inquiry, Saemon Havarian will tell the player that Faheed and Majira may have a way into the monastery. If you speak with them and choose the right dialogue options you are given the Graveyard Key which will allow you to visit the monastery early and handle Balthazar if you wish. 2. You reach the grove again by teleporting to your pocket plane and leaving, at which point you are given the option to return to the grove. You do not travel to it on your map. 3. In my game Balthazar appeared after defeating the enemies here (I'd allied with him at this point). I didn't have any problems. The two notable bugs I had was the cutscene bug I made this thread about, and another where Saemon had a dialogue loop preventing me from progressing into Balthazar's monastery after defeating Sendai and Abazigal. (The monastery is sealed again if you get into it early) My fix for that cutscene bug doesn't really solve it, it just allows the game to progress. I still get janky behavior and dialogue when it plays out at the monastery. The second bug I was able to fix pretty easily with a dialogue edit. @Bill Bisco I'd be curious to see your game scripts. Edit: Another thing I just realized. I don't think I recall seeing Sendai's army attack Amkethran. Was that a cutscene?