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kjeron

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Everything posted by kjeron

  1. I'm referring to selecting portraits in-game, not manually assigning them through weidu. New Game -> Gender -> Select (TESTL) -> Done If TESTM exists, it will be assigned to the small portrait If TESTm exists instead, it will still be assigned when selecting TESTL, but will also be listed in the selection menu, selecting it will assign TESTm to both slots. New game -> Gender - Select (TESTl) -> Done If TESTM exists, TESTl will be listed twice in the selection menu, selecting one will assign TESTl to large, TESTM to small. Selecting the other will assign TESTl to both slots. If TESTm exists instead, TESTl and TESTm will both be listed in the selection menu, selecting either will assign that portrait to both slots.
  2. This is what I still observe in latest patch: The -M and -L versions won't both be assigned properly (record/sidebar) unless the "M" and "L" are both capitalized. The portrait will show up twice (only one of which assigns properly) if only one of them is capitalized. If neither is capitalized, both will be listed, and the chosen one will be used for both slots.
  3. I don't have enough understanding of the issue regarding case-sensitivity, so apologies if these are not relevant: Portrait files still require uppercase in the EE's to be detected and assigned properly. You can break a mod if you change it's files to lowercase, and it uses weidu's SOURCE_RES/DEST_RES variables from it's own files assuming them to be in uppercase (the game requires uppercase resource strings in some fields).
  4. ctrl+R doesn't remove effects with timing modes 2 or 9, at least in the EE.
  5. Op171 is not a temporary effect, it is always instantaneous - the spell is added, no effect remains to be removed. Ammo does not work well with op183. As far as this opcode (and similar script triggers) are concerned, the Ammo Slots are always "Equipped", even when they are not in use. The offhand has the same issue - even when disabled, it's detected by this opcode as equipped.
  6. Move the projectile to the subspell. item POTN26: projectile: NONE(1), or INAREA (94) to preserve new AoE marker in EE op177: Self, CLASS,MAGE_ALL, POTN26A op177: Self, CLASS,MAGE_ALL, POTN26B, duration=1 op177: Self, EA,ANYONE, POTN26C eff POTN26A: op146: Instant Cast, POTN26 eff POTN26B: op206: POTN26C eff POTN26C: op148: Instant Cast, POTN26, SourceType:Spell, SourceRES:POTN26C spell POTN26: projectile:FIREBALL(38) op12 (copied from item)
  7. It's functional, but like Poison, Disease, and Regeneration, p2=0 also requires p1=non-zero and IIRC a non-permanent, non-equipped timing mode. I do not know whether p2=1 has any function however, as it does not share the functionality for p2=1 of Poison/Disease/Regeneration.
  8. IIRC this was fixed in one of the recent EE versions. It's still present in older EE versions, and likely the original.
  9. Yes - you shouldn't use lower case resource references anyway, as some resource fields do not accept lower case letters.
  10. The UI needs a few strings to display while the sequencer is being selected. OUTER_SET tip = RESOLVE_STR_REF (@1234) APPEND ~BGEE.LUA~ ~mageBookStrings['%resref%'] = {tip = %tip%, title = '%resref%_SEQUENCER_TITLE', action = "%resref%_SEQUENCER_LABEL"}~ // or APPEND ~BGEE.LUA~ ~mageBookStrings['%resref%'] = {tip = %tip%, title = 'Custom Sequencer Spell', action = "Select spells to Sequence"}~ %resref% = your spells resref %tip% = string reference (integer) from dialog.tlk (description) title = string label from "L_en_US.lua" (or appropriate language) OR "Text" (title) action = string label from "L_en_US.lua" (or appropriate language) OR "Text" (sub-title) If you just want to copy these strings from an existing sequencer/contingency: APPEND ~BGEE.LUA~ mageBookStrings['%resref%'] = mageBookStrings['SPWI420']~
  11. The spells you posted are correct, so it's likely some other field that's incorrect. Try setting the Special Field of opcode 232 to '1', attacking them should trigger a message "A contingency Spell has been triggered". (This will also terminate the effect, but it will determine if the problem is in Spell A or Spell B.) No message - Spell A has an issue, message - Spell B has an issue.
  12. Is it displaying: "One of the spells has failed" - that means the target was out of range. Spells cast by Contingency and Sequencer use a strict range check, and fail if not in range, while normal attacking/casting gives you an extra 1-2 feet beyond the item/spells specified range. The "When Attacked" trigger for op232 has a tendency to trigger twice for no reason. "AttackedBy()" includes most hostile actions, not just physical/damaging attacks. Otherwise - what is it doing?
  13. All non-instant/permanent durations are converted to absolute duration. Timing modes 0 and 3 get converted from seconds to ticks (x15), then added to current game time (in ticks). Timing mode 10 is already in ticks, so it's just added to current game time (ticks). Using timing mode 0, 3 or 10, it depends on how much game time has already passed - the farther along you are the lower the value it can hold without terminating instantly. 2^32 - 1 is the max value it can hold, and that value is in ticks, 1/15 second. Game time is stored in seconds, and resets at (2^32 / 15) back to 0, because apparently time is cyclical. If you just want an effect to last indefinitely without using the permanent timing modes (because of necessity): Timing Mode 4096, duration = -1.
  14. The Magical Weapon Slot ignores two-weapon style proficiency, regardless of weapon category. The fist slot ignores two-handed style, single-weapon style, and sword and shield style proficiency, regardless of weapon category. (Some of the bonuses do show up in the record/inventory screen, but are not used.) AFAIK category 28 didn't itself ignore weapon or style proficiency.
  15. It would be far simpler to just trigger it on missile damage.
  16. Yes, it can. One thing it cannot block is opcodes specified within an EFF file (when called through opcode 177) https://support.baldursgate.com/issues/40187.
  17. Yes, the next time the specified row from 7eyes.2da is triggered, the effect will terminate, removing the spell it granted (if any), and decrementing 'parameter1' of any opcode 336 effects whose 'parameter2' matches the 'special' field of the opcode 335 effect. The spellstate in 7eyes.2da and opcode 335 don't have to match, but for most purposes you will want them to match.
  18. None of them are inherently permanent. When opcode 72 is applied, all prior opcode 72 effects remaining on the creature are made permanent. If you equip an item that changes class and race, whichever comes first will be made permanent. If you equip an item that changes class, then cast a spell that changes race, the class change will be made permanent. If you re-equip the item, the race change, if it's still active, will become permanent.
  19. Weidu has an action for that: GET_STRREF kitname words
  20. I'm sure you could setup the UI to allow sequencers/contingencies to store any known spell, without affecting memorized spell counts.
  21. Let's go full wall of text (EE's): 0 : Normal Haste - (+1 APR, Rounded Down) - Displays Portrait Icon STATDESC[38|"Haste"] - Maintains STATS[155|IMPROVEDHASTE] to '0'. - Maintains STATS[185|ANIMATION_ONLY_HASTE] to '0'. 1 : Imporved Haste - (Double APR) - Displays Portrait Icon STATDESC[110|"Improved Haste"] - Maintains STATS[155|IMPROVEDHASTE] to '1'. - Maintains STATS[185|ANIMATION_ONLY_HASTE] to '0'. 2 : Weak Haste - (APR Rounded up) - Displays Portrait Icon STATDESC[38|"Haste"] - Maintains STATS[155|IMPROVEDHASTE] to '0'. - Maintains STATS[185|ANIMATION_ONLY_HASTE] to '1'. (All) Maintains [STATE_HASTED] on the target: - Every active source of [STATE_HASTED] is counted against every active source of [STATE_SLOWED], with the higher of the two determining which state is functional, or neither if they are tied. -- Haste Sources: Base State, Opcode:16 (Haste), Opcode:317 (Haste Alternate). -- Slow Sources: Base State, Opcode 40 (Slow), Opcode 78*10 (Disease Slow), Opcode 78*13 (Disease Contagion). - If STATS[155|IMPROVEDHASTE] is non-zero, effective APR is doubled, to a maximum of 10. - Else, if STATS[185|ANIMATION_ONLY_HASTE] is non-zero, effective APR is rounded up, to a maximum of 5. - Else, effective APR is increased by 1, then rounded down, to a maximum of 6. - Doubles the creatures movement rate. - Increases the creatures animation speed and the animation speed of Opcode[#140] effects. - Reduces the creatures Round timer used by Attacks, Modal abilities and "Auto-Pause: End of Round" in half(6s->3s). - Attacks per Round still cycle over a 2-Round period, but the displayed value reflects Attacks Per (6 seconds). - Aura-Cleansing timer remains unchanged(6s). - The frequency timer for the following opcodes is reduced to **%, (if greater than 1s): - Opcode[#25], Poison - Opcode[#78], Disease - Opcode[#98], Regeneration - Opcode[#232], Spell: Cast on Condition - Opcode[#272], Use EFF File (at Frequency) ** : It's not consistent, but mostly around 30%, may be rounding issues with the timer: Disease 1 per 2 seconds for 24 seconds deals 33 damage (36%) Disease 1 per 3 seconds for 24 seconds deals 22 damage (36%) Disease 1 per 4 seconds for 24 seconds deals 20 damage (30%) Disease 1 per 6 seconds for 36 seconds deals 20 damage (30%) Disease 1 per 8 seconds for 24 seconds deals 10 damage (30%) Disease 1 per 8 seconds for 32 seconds deals 15 to 19 damage (26%) to (21%) Disease 1 per 10 seconds for 30 seconds deals 10 damage (30%) Disease 1 per 12 seconds for 24 seconds deals 5 to 8 damage (40%) to (25%)
  22. It depends on the death type. Chunked Death and Destruction Death result in animation [0x230][EXPLODING_TORSO], and set all color indexes to 70. The explosion is a mix of all the EXPLODING_PART animations, in relatively bipedal quantities. I don't know exactly what generates the "explosion", but it is similar to that created by projectiles using a "Fragments Aniamtion", like "TRAPSNAR.PRO". Change it to "EXPLODING_TORSO" and you will see a similar explosion (just with more body parts and no variety). [0x200][EXPLODING_ARM], [0x210][EXPLODING_HEAD], [0x220][EXPLODING_FOOT], [0x230][EXPLODING_TORSO], and [0x240][EXPLODING_LEG] all use the various cycles of "SPBLOOD.BAM". Arm is cycle 1, head is cycle 2, leg is cycle 3, torso is cycle 4, leg is cycle 5. The "explosion" is rather unique, as it actually causes the creature to "jump" in place, which can be seen if you reset the animation during the explosion. Exploding Stone and Exploding Frozen Death result in animation [0x100][CHUNKS], and set all color indexes to 72(stone) or 71(ice). It uses "SPCHUNKS.BAM"
  23. Who are you trying to detect as Charmed? Those charmed by you and your allies end up with EA values: 5:[CONTROLLED] (Dire/Domination/Turning) 7:[REALLYCHARMED] (Charm) Those charmed by enemies end up with EA values: 254:[EVILBYCHARM] (Charm) 255:[ENEMY] (Dire/Domination/Turning) Party members charmed by allies do not change EA value, they remain 2:[PC].
  24. No, you're wrong. It perfectly works on EE v2.5+. Simply add the following row NOTAREA 0x106 -1 9 to SPLPROT.2da and you're done (courtesy of @Argent77) Good to see it's been fixed.
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