kjeron
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Everything posted by kjeron
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Most stats above #43 are not directly visible in-game or in the save file. op218 maintains stat 88 to the amount of skins left. op314 maintains stat 199 to the amount of skins left.
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Actions:145 PickLock(O:Object*), 11 EquipItem(S:Object*)
kjeron replied to kjeron's topic in IESDP Updates and Info
@Luke 1: SelectWeaponAbility(), EquipMostDamagingMelee(), and EquipRanged() only switch between weapon abilities of those items already in the quick-weapon slots. It cannot equip weapons in the backpack, nor can it specify items by resref. XEquipItem() actually moves the item from the backpack to the specified slot (or vice-versa), so yes, the item must exist in the inventory. It can also move items flagged "Undroppable". 2: No. XEquipItem() actually equips and/or unequips the item (the item specified and any item already in that slot), so any effects come from the normal Equipping/Unequipping process. Using it to equip an item already equipped first removes then reapplies it's equipped effects. 3: Yes, as they actually equip the item. 4: It will return false, as will HasItemEquiped(). @Jarno Mikkola Quite Well. Who cares about thieves or their scripts when you don't need their "Thievery" button to use the Open Locks skill? Containers and Doors can have scripts, and just ActionOverride() anyone who clicks on them into attempting to unlock them. I have no idea what this is. -
Actions:145 PickLock(O:Object*), 11 EquipItem(S:Object*)
kjeron replied to kjeron's topic in IESDP Updates and Info
By Scriptname. -
Currently labeled with "Does not Work", which is false, at least in the EE's. 145 PickLock(O:Object*): Only creature's can perform the action, not containers (probably not doors or regions either). It uses the creature's Pickpocket score just like the thieving ability. 11 EquipItem(S:Object*) / 11 EquipItemEx(S:Object*,I:EquipUnEquip*): Item must be in the creature's inventory for either to function. When used to "equip", Item's global effects are applied to the creature each time the action is performed, and avatar animations are updated to reflect the new item. When EquipItemEx() is used to "unequip", it removes one instance of the items global equipped effects (global effects with other timing modes are not removed. The item itself never moves in the inventory, whether using the "Equip" or "Unequip" mode, or whether or not the item was in the backpack or equipped.
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Of the "morale/ethical" options: One matches the caster's Good/Neutral/Evil alignment, while ignoring the Lawful/Chaotic part. The other matches the caster's Lawful/Chaotic alignment, while ignoring the Good/Evil part. (I don't remember which is which).
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Need a "from stat - to stat" condition for SPLPROT.2DA
kjeron replied to temnix's topic in Modding Q&A
There is no AND, you have to use #260 with two negated values. 100 <= x <= 127: Instead of: (greater than/equal to 100) and (less than/equal to 127) You have to use: Not (greater than 127) or (less than 100). -
Area Type is listed, in this post, about new IDS/2DA files added way back when IWDEE was released: The only ones added since then are: 277: # of summoned creatures (party) 278: Current Chapter 0: Current Hit Points
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It has always been a Self-Immune Fireball that is cast at your location. It's design hasn't changed - it's just coded that way to not bypass MR. It does need one fix - the subspell range needs to be increased (30 would be enough) for some scripts to use it effectively. It only every bypassed MR due to technical limitations, not by design (the effects were always flagged not to by bypass MR). By casting the spell targeting them self, the spell bypassed MR - which is standard behavior for any spell. The problem is that this MR bypass affects all targets, not just the caster.
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In Near Infinity, next to the animation selection list in the CRE file, should be two buttons: (Update value) and (View/Edit), click (View/Edit). This will open an INI file (text), look for these entries: resref=MDRD new_palette=MDRD_RE You will need that INI file, all BAM files prefixed with "MDRD", as well as the BMP file "MDRD_RE". You will also need every WAV file listed under the [sounds] section, except "blank". Some of these files may already be present in BG2EE.
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(EE) Opcodes 326 (add effects list) and 333 (static charge)
kjeron replied to Galactygon's topic in IESDP Updates and Info
Yes, if op333/326 bypasses reflection, all 3 targeting modes of the subspell will be reversed when reflected: "Self" and "Pre-Target" will affect the "Caster", "Original Caster" will affect the "Target". -
(EE) Opcodes 326 (add effects list) and 333 (static charge)
kjeron replied to Galactygon's topic in IESDP Updates and Info
Op146 also shares this targeting mechanic when using the "cast instantly at level" mode (param2=2), there's more discussion about it here. They are further complicated by their interaction with Spell Turning. If op333/326 is reflected, all targeting modes of the subspell will affect the Target (damaging affects will also credit them as the damager), none will affect the Caster. Op333/326 needs to bypass reflection, in order for the subspell effects to be reflected properly. However, this is all broken when using an invalid projectile, such as projectile #0 (listed as "Default" in NI), or any other unlisted index in PROJECTL.ids that isn't hardcoded. Used in the subspell, it will result in all 3 targeting modes affecting the target of op333/326. An invalid projectile in the main spell (containing op333/326) will break the reflection of "Self" and "Pre-Target" subspell effects (they won't be applied to anyone). It's important not to leave a newly created spell with the default(0) projectile value. Note: projectile #1 (listed as "None" in NI) is not invalid, but a hardcoded projectile. -
The ITM ability sets a global variable, then Baldur.BCS moves the familiar associated with that variable to your location.
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Modders' use of limited resources
kjeron replied to subtledoctor's topic in Modding How-Tos and Tutorials
For normal casting, yes, it ranges 0 - 255, however, any level can be specified through op146/333/EFF. -
Toss your semi-useful WeiDU macros here
kjeron replied to CamDawg's topic in Modding How-Tos and Tutorials
13x13 pixels. They autoscale down to size over the side-bar portrait, but not in the record screen, though they can be made to through some UI changes. -
Modders' use of limited resources
kjeron replied to subtledoctor's topic in Modding How-Tos and Tutorials
SPIN and SPCL slots are irrelevant though. The only action/trigger without a RES equivalent is HaveSpellParty(), which can be achieved with 6 instances of HaveSpellRES(), one for each party member slot. -
spells within spells, and casting failure chance
kjeron replied to subtledoctor's topic in Modding Q&A
No, it's not related to the listed casting time, even 0 isn't "instant". If you cast a spell with ability target 7 through the actionbar, it will cast instantly (even if paused), and ignore spell failure. If you were to cast that same spell through a script with action "Spell()", it would cast at the casting time listed in it's ability header, and be subject to spell failure. edit: I think casting it through a spell menu (op214) can also force it's listed casting time (depending on type), but don't remember for certain. -
spells within spells, and casting failure chance
kjeron replied to subtledoctor's topic in Modding Q&A
That form of Spell failure does not apply to direct subspells, doesn't matter what opcode is used to cast them. It can apply to spells cast separately through op214 (depending on their "type" column). Ability Target #7 (Caster, no animation) also bypasses spell failure, provided it is instant-cast (casting it through some script actions ignores the instantaneous mechanic, thus making it subject to spell failure.) -
Their class will affect which level the creature casts spells at. A creature with a player-class will cast wizard/priest spells at their wizard/priest caster level, or level 1 if they lack it. A creature with a monster-class cast wizard/priest spells at their character/innate level (1st class level).
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It just enables the option in baldur.lua. The mechanic only provides visual feedback based on the projectile of the "base" spell being cast, not any subspells. There are some vanilla spells that it cannot display for similar reasons as yours. It also cannot accurately display "cones" that are not 90 degrees (bug).
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Item-RES's for identification are listed in "ITEMSPEC.2DA", you can add others.
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@subtledoctor it's defined in the L_(lang).LUA files as: SCROLL_BUTTON = "SCROLL", You can per (lang): APPEND ~L_(lang).LUA~ ~uiStrings["SCROLL_BUTTON"] = "newtext"~ (lang) = en_US, es_ES, fr_FR, pl_PL, etc...
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Okay, that's the description I was looking at as well. Give these a try. Add the projectiles to PROJECTL.IDS and assign each to it's respective spell (SCINT1.PRO -> SCINT1.SPL, SCINT2.PRO -> SCINT2.SPL). Cast SCINT1.SPL at a location. It will explode twice: the first explosion will reach it's apex before imploding back into itself, after which the second (damaging) explosion will occur. (The animation used is just a recolored ELECTRH.BAM from IWDEE). SCINT.zip
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Can you elaborate on the projectile?
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op318 only checks it's splprot conditions once, when it is applied. It's not a passive on/off check throughout it's duration.