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kjeron

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  1. If it's being cast by the disease opcode, then no, the target is not considered the source for "Ignore Center", the original caster is. You would need to save and reload between triggers for it then default to the diseased. For the same reason, Shroud of Flame should use "Ignore Center", since its subspell is cast through op333 and delayed, both so that the initial target is except from the aoe, and to enforce the MR check of the subspells effects. Only the first, instantaneous trigger of op333 will use the original caster for "Ignore Center", all further triggers (or all triggers if it uses a delayed timing mode) will use the target instead. Unrelated: Consider adding MISSILE.IDS entries for all added projectiles.
  2. You need to move the "SmallWait(3)" down a line, after the "DisplayString()", but still before the "Continue()". At it's current location, the "DisplayString()" from the block above, and the SetToken from the block below, occur simultaneously. When this occurs, the new token takes priority, regardless of the order of the actions. The following will set the token to "Bullet" before the string display occurs: IF True() THEN RESPONSE #100 DisplayString(LastSummonerOf,71626) // <ITEM-NAME>.... SetToken("ITEM-NAME",6633) // Bullet DestroySelf() END As will this: IF True() THEN RESPONSE #100 DisplayString(LastSummonerOf,71626) // <ITEM-NAME>... Continue() END IF True() THEN RESPONSE #100 SetToken("ITEM-NAME",6633) // Bullet DestroySelf() END
  3. It's 32767, not (-1|65535), but you are correct that it is actually an autohit, no different than attacking a helpless target. @Guest From the in-game description, "bypass armor" simulates touch attacks - bypassing AC from armor and shields, but not from other sources. IWD2 is the only game coded with such AC bonuses, as it's Armor Class opcode is setup differently.
  4. The default Green Dragon Breath in SoD deals only 6d6 (save/half) at level 1 and 10d6(save/half) starting at level 14, which allows the two dragons to deal different damage amounts. The default GDB in BG2 deals 24d6 (save/half). It's the same resource, so it's possible something is overwriting it incorrectly.
  5. It lasts until otherwise removed, or until you save&reload, as it does everywhere else. Only Timing Mode 2 has special functionality when used as a global effect on items.
  6. Otiluke's exclusions are correct, for IWD, see: https://forums.beamdog.com/discussion/comment/1112924/#Comment_1112924 Though if importing the spells into BG, exclusion flags would have to be updated anyway, as they differ between games.
  7. Concentration related thread: https://forums.beamdog.com/discussion/comment/1048727/#Comment_1048727 and following comment by Bubb.
  8. Abjuration is the PnP-accurate school for Cause Disease, as the reversed form of Cure Disease.
  9. Marked Objects (NearestEnemyOf) and Object Specifiers ([ANYONE]) are limited to the lesser of the creature's current visual range and the default visual range. Static Objects (Player1, "imoen") are only limited to the creature's current visual range. The creature's EA is irrelevant here.
  10. How about SELECT_ACTION4 (and 5-7), same label and slot in all games. In BG2EE their slots represent ordering an action. In BGEE/IWDEE their slots represent selecting a character.
  11. Stealth and Infravision are both affected by the day/night cycle (at least in areas that have such), as they are both affected by the area's lightmap.
  12. Not sure what you mean, only one sound slot is currently (v2.6) omitted from CHARSND.2d - slot #0. Every other slot is listed.
  13. It's not defined in any game file, for any EE game, unless you're talking about the EXE. Index 75 will always point to the 75th sound index (offset 0x1d0 of the CRE file), no matter what label it has in SNDSLOT.IDS. Which event triggers it to play is determined only by the EXE (and sound options), and yes some of the same indexes are used for different purposes in different games. That IDS file is for assigning arbitrary labels to hardcoded indexes. Renaming the label won't change the index's function or existence, though it may change which index a uncompiled script (dlg/d/baf file) points to when it's compiled/processed (assuming it was using those arbitrary labels instead of indexes in the first place). In contrast to IDS files such as INSTANT.IDS, for which an entry's mere presence has function, you can overwrite SNDSLOT.IDS with a blank file and sound sets will continue to function as if nothing changed. You're better off ignoring what's in SNDSLOT.IDS, and mapping it yourself with custom labels (per game) for each sound. Use CHARSND.2da to determine if a slot is used by the game, not SNDSLOTS.IDS.
  14. If you made any change to the file during the COPY then that version is going to overwrite the version that receives the APPEND/EXTEND. COPY_EXISTING file override // current state of file is read into memory DO y // "y" is performed upon that copy (doesn't matter if "DO y" is before and/or after the INNER_ACTION block) INNER_ACTION BEGIN APPEND file ~test~ // copies the current state of the file (not the current COPY) to override with ~test~ appended END BUT_ONLY // if "DO y" made any changes to the file (or if the "BUT_ONLY" is removed), then it is copied to the override with those changes, effectively negating the APPEND action. // if "DO y" made no changes to the file, then the APPEND version remains in override.
  15. AFAIK no way to detect Bash attempts separate from other actions. "Clicked()" will catch Bash attempts, among others. "Unlock Message" is displayed when you attempt to pick an impossible lock (diff=100). (Generally the message informs you as much). Haven't noticed any function of the others (AC,HP).
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