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Reddbane

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  1. @subtledoctor I'm actually studying your Kensai revision, since it does use a script to apply a kit, after using a script to initiate a dialogue choice. I've been able to locate the relevant files (Spl, script, cre) files that initiate dialogue that begins the choice, but I wonder if you could help point me to the relevant script and creature files that apply the respective (weapon) kit change once the dialogue decision had been taken? That is what names shoud be looking for .BCS and .CRE, since all I could disover, so far, was D5_KENF.CRE and D5D5_KENF.BCS, which I assume is used to "create" the dialogue choice?
  2. @subtledoctor As a followup to Jan's recommendation, are there any of specific class or kits among your major mods you would recommend I look at if I want to examine this pseudo summon scripting? Moreover, have any of your mods ever used a kit changes script?
  3. Could someone point to some mods or other examples that use this kind of scripting? That way I can study them and try to get a grasp upon the mechanics.
  4. I have another question, though this one requires something of a preface. A kit can be applied to a character at any time using utilities like EEkeeper; in fact a character can even retain a kit for a class different than their own, for example, a Fighter could have the Assassin Kit applied to him, and, even though it will not effect his fighter levels in any way, the game will remember that said character has that kit. Then if that fighter chooses to dual classes into a thief, rather than becoming a True-Class thief, he will start his second class as an Assassin, with all of it's unique class features and restrictions intact, and then will continue the game as a Fighter x / Assassin x dual. It is an interesting engine feature that I'm surprised has never been utilized in the main game. With that said, my question is how is the most direct way to apply a kit to a character, preferably via an opcode? I know there are opcodes to change alignment, sex, level, etc.
  5. In regards to certain spells that vary in effectiveness depending on the level of the target (ie death spells, certain HLAs, etc., I think maybe Tenser's T) is there any difference if a target is a Level 15 Mage or a Level 2 Fighter/ Level 15 Mage? To put it another way, would that 2 Fighter Levels have any effect the character (besides the obvious fighter skills), vs the same character that is a pure mage? In regards to the summons, I wanted specifically to know how to make a summon that follows the party from map to map. And, moreover, can one make a summon that follows from room to room but still has a limited summon duration?
  6. Within the item files there are options to delineate the Item properties: Silver, Cold-Iron, and Adamantine. Does anyone have an in-depth guide/list to what these actually do in IE engine when applied to an item? And, in regards to overcoming defenses, how do they compare to the “Magical” property? Are they any way similar to how these materials work in 3e, in regards to Devils, Demons, Fey, and damage reduction? Next I want to ask some questions about dual-classed characters, specifically in regards to how their level is recognized by the game. I know caster level is determined by each respective class, but in regards to spells and attacks that detect “Hit Dice”, I’ve heard a dual classed character’s HD is determined by the average between the two classes, that is First Class Level + Second Class Level, divided by two. Is that true? The next thing I want to ask is, with a Dual-Classed character, how does the game “read” said character’s level in regards to scaling New NPCs as well as level-scaled enemies/challenges: does the game simply use the higher of the Dual-Classed character’s two levels, or does it actually add the two together? Next I want to ask how a summoning spell determines the status of the summoned creature, in regards to whether it is friendly, hostile, neutral, controlled, etc; but more importantly how it is determined whether a creature can follow the party from map to map (like a familiar) or is stuck in the map it is summoned (like a normal summon)? Is that determined in the spell file or the creature file, and what are the different options?
  7. I changed behavior to increment, (+2) which sets the wearer to 4, which works for my purposes. So now the item effect works.
  8. I know it is not working because I made "Two weapon Style" 1-3 pips have a -2 damage penalty to the offhand, while 4 pips has none. If I add the 4 pips manually (via eekeeper) it works, that is the offhand damage penalty disappears. For some reason, however, If I try to apply the 4 pips via opcode 233 (via an item) it does not work. The item effect code seems to properly function, however, if I change the "Proficiency:" line to a weapon (like clubs) the item applies the pips.
  9. Yes it is EE and the code does work when equipped, sometimes. The code itself is based off of one of Weimar's clubs that changes club proficiency to 5. Interestingly when it is set to Clubs, it works.
  10. A new problem arose, unrelated to weidu, involving using the opcode 233 (Modify proficiencies) on an item as a effect. I tried adding this item effect to Montolio's Cloak: Type: Modify proficiencies (233) Target: Self (1) Power: 0 # stars: Active class: 4, Original class: 0 Proficiency: PROFICIENCY2WEAPON - 114 Behavior: Set if higher (0) Timing mode: Instant/While equipped - 2 Dispel/Resistance: Natural/Nonmagical (0) Duration: 0 Probability 1: 100 Probability 2: 0 Unused: 00 00 00 00 00 00 00 00 h # dice thrown/maximum level: 0 Dice size/minimum level: 0 Save type: ( No save ) Save bonus: 0 Special: 0 What it should do is raise "Two weapon Style" to 4 pips (for reference, I added a functional 4th level to 2 Weapon style), while the item is equipped. But for some reason this does not seem to work. The code itself is based on some of Wiemar's items which increase proficiency values with weapons. Does anyone know why this is not working? To clear out some obvious answers, the 4th level of "Two weapon Style" works properly if given to a character via EEkeeper, and opcode (233) does apparently work with "Two weapon Style", as applying it as an effect in EEkeeper to a character does produce the desired effect (4 pips in Two Weapon style). Anyone?
  11. I can't get anything following this: COPY_EXISTING ~kitlist.2da~ ~override~ COUNT_2DA_COLS cols READ_2DA_ENTRIES_NOW ~r2en_kitlist~ cols FOR (row = 2; row < r2en_kitlist; row += 1) BEGIN READ_2DA_ENTRY_FORMER ~r2en_kitlist~ row 5 class_ab READ_2DA_ENTRY_FORMER ~r2en_kitlist~ row 8 class_num PATCH_IF (class_num == 12) OR (class_num == 18) BEGIN // rangers DEFINE_ASSOCIATIVE_ARRAY d5_rangers_array BEGIN "%class_ab%" => "%class_num%" END END END BUT_ONLY . . .to work. Perhaps I'm mistaken about "blah". I used this following it: ACTION_PHP_EACH ranger_kit AS clab => %class_num% BEGIN ACTION_IF FILE_EXISTS_IN_GAME ~%clab%.2da~ BEGIN APPEND ~%clab%.2da~ ~ABILITYXT AP_XTRNGOF~ UNLESS ~ABILITYXT~ END END But nothing was patched.
  12. The last thing I need to do at the moment is finish coding a function that will append an ability to all Ranger Clab files, and do so for any kits added. At the moment I use this to account for the base class ACTION_FOR_EACH ~file~ IN ~clabrn01~ BEGIN ACTION_IF FILE_EXISTS_IN_GAME ~%file%.2da~ BEGIN APPEND ~%file%.2da~ ~ABILITYXT AP_XTRNGOF~ UNLESS ~ABILITYXT~ END END But I can't manage to figure out how to put together the code that will read the ranger kitlist and then "Append" to all the relevant Clab files. Examining a few other mods, I imagine part of it (the read part) could function like: COPY_EXISTING ~kitlist.2da~ ~override~ COUNT_2DA_COLS cols READ_2DA_ENTRIES_NOW ~r2en_kitlist~ cols FOR (row = 2; row < r2en_kitlist; row += 1) BEGIN READ_2DA_ENTRY_FORMER ~r2en_kitlist~ row 5 [?] READ_2DA_ENTRY_FORMER ~r2en_kitlist~ row 8 class_num PATCH_IF (class_num == 12) OR (class_num == 18) BEGIN // rangers DEFINE_ASSOCIATIVE_ARRAY d5_rangers_array BEGIN "%[?]%" => "%class_num%" END END END END BUT_ONLY But the [?] parts I'm unsure about, nor do I know how to make the proper "connections" between the read function and the Append code.
  13. So looking over the list: it appears that "XT" is available, but at the moment it seems that registering (or any communication) with BWL is impossible, so could someone register it for me? I've published several mods already, [ 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice) ], but now I'm approaching the point in my work where I'm going to start adding new files to the game, rather than just patching existing files.
  14. Thanks, greatly. Although this opens a new can of worms. How do I add that Item Effect (I know how how to create the proper opcode and effect, manually) via weidu patching? I assume a good deal of the code would be the same: COPY_EXISTING_REGEXP "^.+\.itm" override PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN READ_SHORT 0x31 weaprof PATCH_IF (weaprof = 102) BEGIN [] END END BUT_ONLY_IF_IT_CHANGES But what would the code in [] be to blanket patch something that isn't a binary toggle?
  15. Is there some kind of list of what and what not characters (not the specific combinations, but the characters themselves) can be properly recognized by the BG or EE engine, and thus are available for prefixes? as we seem to be running out of the conventional ones. I noticed the use of the "section sign" ( § ) and that began me thinking that perhaps the use of some other unconventional characters might free up some possibilities. The "dagger signs" ( † ‡ ) come to mind, deos anyone at least know if they work?
  16. While working on a recent mod attempt I’ve come to some impasses due to my rather poor skills at using weidu; in fact, that would be a rather kind appraisal, as I find myself near illiterate when it comes to weidu, doing most of my work by repurposing others’ code for what I need to accomplish, otherwise the actual coding process is rather opaque to me. Let me get to what I’m stuck upon: firstly, I’m trying to create a code that will patch all quarterstaves to remove the backstab feature by toggling the “EE/Ex: Toggle critical hits (25)” feature in the itm files. So far based on previous reference, I’ve managed to bang out this code: COPY_EXISTING_REGEXP "^.+\.itm" override PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN READ_SHORT 0x31 weaprof PATCH_IF (weaprof = 102) BEGIN WRITE_[bor or Byte?] 0x1b (THIS [bor or Byte?] 0b[?]) END END BUT_ONLY_IF_IT_CHANGES But in reading the Bor/Byte tutorial I’ve found myself over my head. I can’t seem to figure out whether the [bracketed] parts should be a Bor or Byte (I think it’s Bor), and I know I need a binary to accomplish the task, but I can’t seem to grasp how I translate what I want into the proper 1s and 0s. Could anyone help me with the missing pieces? The second problem is a bit more vague. What I need to accomplish is to create a weidu code that patches the WEAPPROF file so that all 3’s within the “2Weapon” row are turned into 2’s. This is what, with some help, I’ve put together: COPY_EXISTING ~WEAPPROF.2DA~ override COUNT_2DA_COLS cols FOR (col = 3; col < cols; ++col) BEGIN READ_2DA_ENTRY 34 cols col val PATCH_IF %val% = 3 BEGIN SET_2DA_ENTRY 34 cols col 2 END END For obvious reasons (though not to me) this code does not work, and, being a poor hand at weidu, I imagine I’ve made a bunch of syntactical errors in this code that prevent it from working. Could correct the code or tell me what I did wrong? I’m immensely thankful for any help I can receive, in advance, and I hope you can be patience with me, given I lack a great deal of the Programmer’s savvy.
  17. Eldritch Knight: Text Stats Copper Dragon Disciple: Text Stats Now that I’m done with my 3.5 edition/Pathfinder Rules tweaks mod I thought I’d try my hand at creating some Kit mods based upon some Prestige classes from those iterations of D&D. For those who don’t have experience with 3rd Edition, Prestige classes were alternate classes you could add to your Character upon level up if you met certain requirements, given in the 3rd edition class system you were never locked into your class and could theoretically pick a new one out of the base classess upon level up. Most of Beamdog’s new kits are actually based upon these 3e Prestige Classes, like the Dwarven Defender and Shadowdancer. I wish to do something similar, but I actually want to simulate the experience of adding a prestige class to a character through BG’s dual classing system. Based upon previous modders work, like @deratiseur , I can create a script that will apply a Kit to (true-class) character so that when they dual-class they access a kit rather than a trueclass version of whatever they are dualing to. At this point these “Kits” are still in the conceptual phase, nothing has been programed yet, but I want some outside opinions on balance and class features. The first of these is the Eldritch Knight, 3rd Edition’s answer to the Fighter/Mage, a 10 level prestige class that allowed a character that could wield both Martial Weapons and Arcane spells to upgrade both their Attack bonus and Spellcasting level by 1 for each level they took (excluding the first for Spellcasting) in exchange for the extra Combat or Arcane Feats granted by the Solo Fighter or Wizard levels. Over the years there actually have been several Custom Kits called “Eldritch Knight” for BG2, but none actually simulate the experience or abilities of the 3.5 class. The Standard setup for a Eldritch knight was at least one Warrior level (usually a fighter) followed by enough Arcane Levels to allow for 3rd level spells to be cast (5 Wizard levels), at which point you met the requirements to be an Eldritch Knight, from them on you would be at least 2 caster levels(1 missed for the Fighter level and 1 missed for the first EK level) behind a pure Wizard, but you would have a BAB (15+) equal or greater to a Priest or a Rogue, depending on what levels did with your remaining four levels after maxing out your EK levels. To simulate this my Eldritch Knight will require a level 2 Fighter (and only a pure class Fighter) to dual class to a Mage at level 2, at which point they become an Eldritch Knight Kit. However, other than the fact that they can put a point into any weapon proficiency, the class does not begin to function differently until level 3, the same moment they regain their Fighter class: at this level, and level four, the “Kit” does not receive new spells per day nor another caster level (applied via a Caster Malus) effectively meaning for the rest of the game they are two levels behind an equivalent Pure-Wizard, as in 3.5. The Benefits for this sacrifice are a d6 hit die (the 3.5 EK Hit Die) up to level 10, and an effective base thac0 (applied via attack bonuses) that improves (at a similar rate to the standard EK build) until it caps at 5 thac0 at the 18th level (the 3 million mark that is 2e edition equivalent of later editions level 20), with any further improvements to the thac0 reducing the attack bonus so the PC’s effective base thac0 remains 5. (If this sounds confusing then look at the excel sheet where all the bonuses and maluses are charted.) The other changes are disallowing effective dual wielding (applying a permanent 8 thac0 malus to the offhand) and shield use, as in 3e a caster needed to be able to have 1 hand always free for casting; as well as applying several maluses and bonuses to certain saving throws so they all cap at 5. I know some people may see this Kit as pointless, as the Fighter 9 or 13 / Mage Dual or a Fighter/Mage multi provides the same role already, but my aim is to simulate the experience of leveling a Fighter/Wizard in 3.5; to provide a “Gish” class that both does not require you to play a Pure fighter for all of BG1, then a Pure Wizard for a good chunk of BG2 (as happens with the standard Dual) until you can finally have a Gish, as well as not massively fall behind the Human Dual-Classes in BG2 (as Demi-Human Multi-classes tend to because of plateauing experience ranks.) Also I wanted an option a little less cheesy than the broken Kensai-Mage run, where you spend half of the BG Saga playing an underpowered weakling, until you suddenly become an unstoppable killing machine a third of the way through BG2. The Eldritch Knight is meant be a more gradual build up in power, where for your entire Game run you are playing a Gish, albeit one that is neither as good as a Pure Fighter in Fighting, or as good as pure Mage in Casting. Some other things to note: because the EK abandons his Fighter class early he is “softer” HP wise than the standard Fighter/Mage, and after the first level he gains proficiency points very slowly (at the rate of a Mage), and thus can only achieve Grandmastery in one Weapon by level 18 at the earliest (if he spends his points single-mindedly), and completely abandons any extra attacks he would get for Fighter level (7 and/or 1) and an offhand weapon, as well as benefits of a shield. The only thing I am still conflicted about is how to simulate the “battle casting” aspect of Eldritch Knights, which varies from edition to edition, but usually means EKs get some ability to avoid spellcasting interruptions: getting bonuses to Concentration, getting abilities that prevent spellcasting attacks of opportunities, or allowing them to significantly speed up spellcasting, if not some combination of these abilities. Because I am unsure if there is a way to make Spellcasting for one class uninterruptable in the Infinity Engine (though if there is could someone tell me), I think at the moment the only way to simulate the EK “battle casting” is to give them a spellcasting speed bonus a la the amulet of power, though I don’t want them to start with a massive edge over the Single class mage, so I believe I want to make something they only gain with level: at the moment I’m leaning towards every 6 or 8 levels. However, to balance this out, and prevent them from cheesing in Throne of Bhaal, I would probably forbid the Improved Alacrity HLA, to prevent their bonuses from stacking. Although I am looking for input. Here is the class description thus far (text mostly borrowed from official sources): <blockquote\>ELDRITCH KNIGHT: Fearsome warriors and spellcasters, Eldritch Knights are rare among magic-users in their ability to wade into battle alongside fighters, barbarians, and other martial classes. Those who must face Eldritch Knights in combat fear them greatly, for their versatility on the battlefield is tremendous; against heavily armed and armored opponents they may level crippling spells, while opposing spellcasters meet their ends on an eldritch knight's blade. Because the road to becoming an Eldritch Knight requires both martial prowess and arcane power, eldritch knights almost always begin their paths as a martial class. They may be found wherever studies of the arcane are as prevalent as martial training. (Note: must dual class from a pure class fighter at level 2, any higher is forbidden.) Class Features: - To-hit progression between Fighter and Mage, capping at 5 thac0 at level 18. - May achieve Grandmastery (five slots) in any weapon and achieve Specialization (two slots) in Two-Handed and Single Weapon Styles. - May wear robes. - May wear helmets at level 3. - May wear any armor at level 3, though they still cannot cast in it. - May use any weapon at level 3. - Saving Throws all cap at 5 at level 21. - Hit Die: d6 - Gains Mage High Level Abilities. Advantages: - Bonuses to Death and Breath Saving Throws. - Every ? levels receive a bonus to spellcasting speed. Disadvantages: - Caster level and spells progression is two levels lower than a normal mage, and does not receive level 9 spells until level 20. - Penalties to Wand and Spell Saving Throws. - Gains Proficiencies slowly (every six levels), and can only attain Grandmastery at level 18 at the earliest. - Cannot equip shields - Cannot wield two weapon effectively, gaining an additional 8 thac0 penalty to the offhand in addition to any Weapon Style penalties. - Does not receive extra attacks per round at level 7 and 13. - Cannot gain Improved Alacrity High Level Ability. </blockquote> For reference and comparison, here are some official EK (as well as similar Gish classes offered in later editions) splats: http://www.d20srd.org/srd/prestigeClasses/eldritchKnight.htm http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/eldritch-knight/ http://nwn2.wikia.com/wiki/Eldritch_Knight https://www.dandwiki.com/wiki/Arcane_Warrior_(5e_Class) https://www.d20pfsrd.com/classes/base-classes/magus/ The second Kit is a little simpler, another Dragon Disciple, although this one is based upon a Bard build, and for the sake of variety, lore, and flavor this one is the more roguish Copper Dragon Disciple (as the current Dragon Disciple is clearly a Red Dragon). I’ve adjusted the bonuses to occur at the same approximate experience level as the DD Sorcerer, the main difference being some different stat gains (which are closer to the source material), and Acid element affinity (from the Copper Dragon) rather than fire, as well at the gaining a natural claw attack when unarmed that becomes magical and gains an Acid bonus at level 8 (and can be paired with an offhand weapon or shield). Overall the bonuses are probably greater than the Sorcerer DD, but it is paired with a greater weakness. Like the 3.5 DD, the Copper Dragon Disciple does not gain a caster level or new spells every 4 levels (that is to say for every four level they only gain 3 spell levels), meaning the already limited spellcasting ability of the bard is lessened and delayed even further (as opposed to the Sorcerer DD, which only loses one spell per spell level per day, and no caster malus) in exchange for being a bulkier fighter. You can check the full bonuses in the Excel sheet or the work-in-progress description: <blockquote\>COPPER DRAGON DISCIPLE: Charismatic, sly, and witty, copper dragons are by far the cleverest and most interesting of dragons–or so they say. Schemers and thieves, they tend to be charming scoundrels. Quick-witted, clever creatures, copper dragons cultivate their lively senses of humor. They delight in outfoxing and deceiving enemies, and they love a good jest– as long as it isn't directed at them. As such, their descendants among the mortal races often show an inborn proclivity to roguery and performance as well as their natural arcane talents. It is thus common for the few Copper Dragon Disciples that come into their powers to be Bards rather than Sorcerers of other Dragon-touched progeny. Advantages: - 1st level: +1 bonus to AC. - 2nd level: Gains a claw attack, so their unarmed attack does 1d6 Slashing. (note: the Dragon Disciple can still use his natural attack with another weapon or shield in the offhand.) - 3rd level: +1 bonus to Strength. - 4th level: May use Breath Weapon once per day. BREATH WEAPON: The Dragon Disciple breathes a gout of acid up to 30 ft. long, inflicting 3d8 points of acid damage on all creatures caught within the 140 degree cone. - 5th level: Gains 25% innate Acid Resistance. - 6th level: +1 bonus to Constitution. - 7th level: Breath Weapon damage increases to 4d8. - 8th level: Unarmed attack does an additional 1d6 Acid and is considered magical for the purposes of bypassing resistances. - 9th level: Innate Acid Resistance rises to 50%. - 10th level: Breath Weapon damage increases to 5d8. - 11th level: +1 bonus to AC. - 14th level: Breath Weapon damage increases to 6d8. - 14th level: Innate Acid Resistance rises to 75 - 18th level: +1 bonus to AC and Strength. - 19th level: Breath Weapon damage increases to 7d8. - 20th level: Innate Acid Resistance rises to 100%. - 24th level: Breath Weapon damage increases to 8d8. - Hit Die: d10 Disadvantages: - Starting at level 2, and every 4 afterwards (6, 10, 14, etc.) the Dragon Disciple does not gain a caster level nor new spells per level.</blockquote> Again here are the Official DD Splats: http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/dragon-disciple/ http://www.d20srd.org/srd/prestigeClasses/dragonDisciple.htm Before closing I just want to thank anyone ahead of time for their feedback. I want to make sure the “Kits” are well-balanced before I start coding them. When I’m done I may work on Adapting other later prestige classes, like the Arcane Trickster.
  18. You would have to replace an existing weapon animation, say the crossbow or bow, and then prevent the character from using those weapons. I think. I know that Monk can't use two handed weapons because they were used to make its kung fu moves. Then again people were able to make to make custom wing and circlet animations for the head slot. However you would have to make separate animations for each each and gender, because of the height difference. You should probably ask Kjeron, since he was the one who helped me.
  19. Success! Thanks for all your help @kjeron . (Check this thread for instructions on how to so if interested) Now I can finally play a Kensai or Fighter/Mage and not look like a naked goober! And here is the inventory shot. Note I'm wearing no cloak, but still look cool. Also thanks to the advanced color choices in EEkeeper my character looks like he's wearing some nice threads, plus since I'm not using the chainmail code my character doesn't jingle as he walks. Strange these days we take for granted this level of customization in our games.
  20. About a week I started a thread asking about changing the equipment appearance on a character Avatar, and after a few rounds of questions and answers and engine experiments, I’ve come to the conclusion that I’m actually going to have mod the individual animation set, not anything major, just moving some already created animations around. So now I need to ask, does anyone have any experience with how the animation sets (that in the ones you’re assigned in the beginning of the game, and can apply to your avatar in EEkeeper) in BGEE work, or know anyone? I know specifically most classes-gender-race combos have a specific set applied to them, like a male human cleric uses the animation slot “0x6000 CLERIC_MALE_HUMAN” and that determines not only what the character looks like in on the field and in the inventory screen, but also what the character looks like when an item with a certain equipment script is applied (leather, chainmail, plate, mage robe 1, 2, 3, etc.) The thing is that certain Animation slots do not change appearance when certain item scripts are applied, like a mage avatar’s appearance doesn’t change when equipping armor, and the cleric, fighter, and thief slots don’t change when equipping robes. What would I have to mod/add/edit in the animation files so that, “mage robe 1, 2, or 3” does apply a change to the huma male cleric slot, like say changes it to the “chainmail” appearance? For clearness sake, I will mention that I don’t want to simply change the robe itm files so that they apply the chainmail appearance, as several people already bright this; I don’t want to change the qualities of the robe items themselves, which would make it so the Mage avatars lose their fancy appearances. I want to edit the actual animation slots, improve them if you will, so that they react to the mage robe scripts just as they react to armor scripts. If anyone could offer any advice or point to people who do? As there currently does not seem to be any tutorials on editing animation files that I can find similar to the ones provided on Infinity Engine coding.
  21. For my own purposes: can opcode 53 be used in a .spl effect to make you use the avatar from a different class? If I have a thief kit that is meant to be burly and thuggish, could I give it a clab ability to switch to the warrior avatar? On-topic for you: could you create an item that has the appearance of an armor, but goes in a different item slot (like the amulet slot, or even better, in the invisible 4th ammo slot)? Never thought I'd be giving advice to a veteran, not the least of which subtledoctor, but yes to the first, like Jarno said you can find the animation codes on iesdp. Here is a quote from another thread where Gwedolyne explained how to: However, as you will note from iesdp the player animation files are divided not only by class but by race, and gender, so that each the fighter avatar is actually 12 distinct animation sets: 0x6100 FIGHTER_MALE_HUMAN 0x6101 FIGHTER_MALE_ELF 0x6102 FIGHTER_MALE_DWARF 0x6103 FIGHTER_MALE_HALFLING 0x6104 FIGHTER_MALE_GNOME 0x6105 FIGHTER_MALE_HALFORC 0x6110 FIGHTER_FEMALE_HUMAN 0x6111 FIGHTER_FEMALE_ELF 0x6112 FIGHTER_FEMALE_DWARF 0x6113 FIGHTER_FEMALE_HALFLING 0x6114 FIGHTER_FEMALE_GNOME 0x6115 FIGHTER_FEMALE_HALFORC So to set up the spell/effect properly you would have to also code it to check the race and gender of the character so that it applied the correct respective animation file. In regards to your second question, I tried this, but even if you give a custom amulet, helmet, ring, ammo, quick item, etc., an armor equipment appearance (like say 3A - Chainmail) it will not apply it when equipped. It would seem that equipped appearances are coded to their respective slots, so a ring cannot change your armor appearance, and a armor cannot change your helmet appearance, and so on. Again this other thread I started to ask the same questions gives more information about the subject. Again I'm a little fuzzy because currently their doesn't seem to be a tutorial on tutorial thread which goes into depth about how animation files in the IE work.
  22. This is so aggravating. Even if I set a custom ring or bracer or helmet's custom equipped appearance to "3A - Chainmail" it does not apply that appearance to the sprite when equipped to their slot. Apparently certain sprite changes are somehow stuck to a certain slot, though I'm confused then why you can choose them for any item. Is this all hard coded? Is there any way to get around this? Is there anyone who can explain how the engine decides when and when not to change equipment appearance? A slightly different question: currently if your character has a thief or cleric or fighter sprite, and you equip a robe there is no change to your appearance other than color, even though either "Mage robe 1, 2, 3"/"2W, 3W, 4W" is applied. As far as I know these codes only change the Mage Sprite appearance. Is there some edit I can make to that these animation scripts also when applied to a cleric/fighter they make him apply the chain mail or leather armor script. I know equipment animation sets can apply different appearances based on the sprite they apply to, as a thief and a cleric and a fighter all look different when wearing the same leather armor. Is that choice connected to the individual Sprite scripts or the item appearance script? Can someone here with more experience with infinity's animation modding offer so advice? I know Sentrizeal was able to mod the appearance of the elf fighter sprite leather armor sprite; is this in anyway similar? I could make a custom robe that applies the chain mail appearance to my character, but once I pick up a real in game robe I don't want my character to be suddenly be running around in his skivvies, and I don't want to edit all in game robes to the default chain mail appearance, as it will rob regular mage sprites of their fancy robe sprites.
  23. I suppose I'm finding myself a little lost, could link me to these mods (I'm having problems finding 1PP content specifically) so I can look at the code. I really only know how to use opcode 53 to set the default animation set, not to alter equipment appearance.
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