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SparrowJacek

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Everything posted by SparrowJacek

  1. Hello, I thought of modifying Defensive Harmony, to work a bit differently. What I want is for it to apply its effects once a round with the duration of 1 round and the effects: A. Simple +AC to all allies B. Additional 5%DR to all party members except the caster C. Each time a party member gets bonus from (B), some beneficial effect is applied to the caster (eg. additional -1AC) I managed to do that by casting 2 spells. While the 1st spell is very simple, the second one (which should cover points B. and C.) is ugly and has some problems: 1. Its target is the caster (5) 2. It uses "cast spell on condition" to cast spell_b every round 3. spell_b targets caster (5) 4. spell_b is AoE 5. spell_b uses opcode_177 (use EFF file) 6. EFF file from spell_b uses opcode_146 cast spell targetting self (1) to cast spell_c 7. spell_c targets targets caster (5) but 8. EFFects of spell_c target "original_caster" There are 3 HUGE problems with this approach a) "cast spell on condition" works every round, but is affected by haste/slow. I want each instance of (C) to stack, but haste makes it stack 2x per party member b) this approach floods the combat log, as I get a line, that "X cast spell Y" each time a party member is nearby, so if I'm hasted, then every 3 seconds I get up to 5 messages like that c) there are so many nested things, it's hard to even describe that in this post Here's an image showing basically my approach, although with slightly different spells and conditions: Do you know any better ways of implementing such behavior? Is there a way to reliably apply the effects every 1 round without having to worry about haste/slow?
  2. You're right, Bard Song won't work here. I thought that setting song's target to 7 (Caster, keep spell no animation) would make it work instantly, but that's not true. It seems that I will have to create a skill that will have all the logic. @subtledoctor how would you go about implementing successful stealth based on Hide in Shadows? I can use opcode 326 to get proper percentage chance to hide, I can even halven the chance if we're in outdoors area and it's daytime, but I am not sure if it's possible to properly check if there's enemy in sight and I would probably apply a -150 penalty to Hide in Shadows when that's the case. Sadly Cast Spell on Condition checks for enemy proximity once per round, so it's not instantly applied...
  3. I tried to find a way to use different button's behavior, when clicking on Stealth and I found this thread https://forums.beamdog.com/discussion/70192/is-it-possible-to-assign-one-class-interface-to-that-of-another-class Studying it and making some very simple testing showed, that if I have a character selected, I can for example make my Bard select Pick Pocket, by clicking Bard Song button, but I sadly I don't know how and where this buttonArray:OnLButtonPressed(3) is filled. If I could get a reference to that functions which are inside this array, I could probably be able to make the Thief sing a song, when Stealth button is clicked. Does anyone know if such thing is possible without EEEx?
  4. EEEx works only for Windows, that's a problem, since not everyone has it or wants to install some Virtual Machine. I am not sure yet, what I want to do, as I'm just looking at what's possible and what's not, only after that will I think in detail of the changes. But using song and opcode 326 would allow me for example to enable Hide in plain sight for everyone (link % chance to apply invisibility to hide in Shadows stat and somehow apply penalty to it when enemies are close, so you need 200 to have a chance to hide during combat)
  5. That's a possibility too. And if you really want only Stealth to get this bonus, you can always add a spell state to all magical invisibilities and in opcode 326 add another condition. But I think that's still 1s that you'd have to wait for the effects to apply. And there will be situations where that would be too long, like shadowdancer->fighter with 10APR backstabbing enemies. Is there no way to check for something every 1 game tick?
  6. Thank you for the replies! I thought of a bard song because I wanted to enhance Stealth without forcing players to do anything new, they would click "stealth" as usual, but the underlying logic would be different. The best way would be to edit the spell being cast when your thief successfully goes invisible, but that's impossible to my knowledge. Then I thought of turning stealth into bard song button, so that I could create my own spells to be applied. As Graion said, it's doable with Eeex, but that would force players to install another mod to work properly. If it can't be done via UI editing available, only via exe hacking, then my best bet would probably be to disable stealth button entirely and just create an innate ability with some logics similar to stealth, with my additional changes.
  7. Hello, I wanted to change some stuff in thieves, but stealth is extremely hardcoded and doesn't allow for any real changes. Bard song on the other hand had many customisation options. So my question is - is it possible to change Stealth button, to act as bard song? Or to replace it entirely? And would song mechanic work for thieves?
  8. It definitely has, I know of those that are listed under the link I provided - some items don't have to be actively used, to be seen as proper triggers for this opcode, which is a shame. Hmm, could you please provide more details of how to achieve these effects without this opcode? Can it be done without spells/scripts checking some conditions every second? As if this opcode notices every equip- unequip action, then it looks like the cleanest way to get my desired results (though I'm not sure it does).
  9. Hello, #183 (0xB7) Item: Apply Effect Itemtype https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op183 While reading through IESDP, I found this opcode and it looks as though it can do some interesting and powerful things. I tried to experiment with it, however I couldn't make it work at all. My question is, if I finally configure it (and the EFF it uses) properly, should I be able to: 1. Create an ability/spell, that hits everyone IF a shield is equipped? 2. Create an ability, that adds different critical hit bonuses, if they're performed with different weapons? (eg. stun effect if a club is used, bleeding if a dagger is used etc) 3. Create a spell that gives +10% damage reduction IF a shield is worn and this effect is removed immediately after the shield is unequipped/spell is dispelled? Best regards SparrowJacek
  10. I have another question regarding some similar issues. Let's say I want to improve "Cause critical wounds" spell for my kit. I want it to deal more damage and #332 (0x14C) Stat: Specific Damage Modifier looks like a thing I need. I would like to increase my damage right before the effect from item ability "opcode 12: Deal damage" lands, so the damage is increased, but then it's dispelled immediately. Is it possible? Or does this opcode suffer from similar problems? I tried to achieve my goal using: #248 (0xF8) Item: Set Melee Effect as in IESDP I read: Note: This opcode applies its effect inbetween base weapon damage and the on-hit effects of the weapon. Unfortunately I am not able to make it right... Do you guys have any suggestions?
  11. Ok, I found a bit cleaner way to do what I need. I can use more than 1 "Item Ability", which will allow for choosing between them and this in turn equips the item. Players will still have to do that manually and will still lose their items if they leave them in weapon0 slot, but that's probably the best thing I can do without resorting to invisible creatures, that move items from weapon0 to equipment.
  12. Well that's strange... I might be doing something wrong, but when I use "Increment" with negative value to reduce magic resistance, then it doesn't work... but if I change ONLY "Increment" to any of the other 2 values ("Set" or "% modifier"), then it works properly, even with Duration=0 All tests are done on Larloch's Minor Drain which bypasses magic resistance. From this screen: 1. The opcode which is seen at the bottom of the screen 2. Cast magic missile (which also don't deal dmg) 3. Deal magical damage (delay 1)
  13. Hello, I would like to introduce to my mod a spell, which deals fire damage and is able to hurt even creatures with 100% fire resistance. For that I want to use opcode #30 fire resistance modifier. But the tricky part is, that I don't want this effect to last after the spell is done even for a second, as it would enable player to time his spells well and for example hit with 10 fireballs right after the initial spell. So is there a way to 1. Ensure, that I lower fire resistance BEFORE damage part of the spell hits and 2. Ensure that the effect which lowers fire resistance is dispelled right AFTER damage part of the spell hits? I tried to achieve the 1st part via using opcode #177 "Use eff file", but even though th effect reducing fire resistance is set before the one, which deals damage, enemies with 100% fire resistance still lost 0 hitpoints. So is such effect even possible? Thank you for your time! SparrowJacek
  14. Hello, I want to create weapons that can benefit from str bonuses, but can't be removed for spell duration. I can't use Opcode #111, but opcode #143 doesn't equip the weapon. My tests show that there are 2 situations, which differ based on presence of some initial weapon in slot 35 (weapon0): 1. No weapon - the item is created, I can see it in inventory, but I can't select it by any means (it's shown as "fist" in general view and clicking it doesn't make my character use the weapon) 2. Some weapon - the item is created, I can see it in inventory and can select it from general view, though the image is of the original weapon, this works as intended until spell duration is reached, after which I have to trigger opcode #112 (Remove Item), which successfully removes my created weapon, but it also removes the initial weapon (making slot weapon0 empty) Is there an elegant way to avoid such situations and make it work? The only way I can think of is to delay opcode #143 by 1 second and create an additional weapon instantly, so that player can equip it in slot weapon0, so that none of his original weapons are destroyed.
  15. Hello, As you can see from my previous topic, I'm interested in Hide in Shadows mechanic. This question is a bit different from the previous one, so I decided to create a new topic. Can I somehow prevent Shadowdancers from hiding in plain sight until they get to a certain level or get a certain weapon? I know HiPS is hard coded to kit ID and I would like to avoid modifying kit of my character, but do something like maybe dispelling the invisibility immediately if enemy is in range. Is such thing possible? And if soz then how can it be achieved?
  16. Hello, Do you know if there's any way to modify/add effects/change behavior of Hide in Shadows? I found this topic and it seems that the .SPL is hardcoded, but is there anything that can be changed? Best regards SparrowJacek
  17. Hmm, I added opcode 326 target = 9 (original caster) as one of the effects of flame arrow, then set resource to be meteor swarm, which targets "present target", but present target seems to be my caster. Opcode 232 - cast spell on condition has 2 target fields, but I'm not sure which is which and if it can be used to achieve my goal.
  18. Hello, I want to create a spell that has some different effects, for simplicity let's assume 3 of them and some conditions for example based on https://gibberlings3.github.io/iesdp/files/ids/bgee/splstate.htm : 1. 10 fire dmg to target if caster is under effect of stoneskin 2. 20 magic damage if caster is under effect of bard's song 3. applies doom on target if caster is doomed Is there a way to make this spell apply even all effects if caster has all 3 of the conditions? Thank you for your help!
  19. Thank you guys for answers! Yes, Subtledoctor is right about my needs. It's a shame that this effect can't be recreated, but as I see it, that aura might not be a bad idea, and having all characters benefit from that might be even better
  20. I was afraid that this might be the only way... I'd rather avoid that if possible. So this ability of specialists is hardcoded and there is no way to recreate that via opcodes as a passive ability? Or maybe that original ability works some other way, I'm not aware of.
  21. Hello, I see that specialist mages have such ability, that enemies get -2 to their saving throw against specialist's magic school. Is it possible to create items that increase this ability? Sadly there is no CLAB with proper effect for specialists, so I can't just reuse existing files for that purpose. I know that there exists #346 (0x15A) Save vs. school bonus opcode, but I am not sure if and how can I set values to achieve my goal. Thank you very much for your help!
  22. I can do it for example by removing shadowdancer class and override it with a copy of Assassin class (I don't need shadowdancer in my game). So question is if there is a possibility to change kit by spell/effect.
  23. Hi. Is there a way to change kit by some item? I want an item to give my assassin ability to hide in plain sight when worn. For that I would need to create an exact copy of assassin kit with proper kit ID(0x21) and change kit to that one when I wear the item. I wonder if there is a possibility to do that somehow. Thanks!
  24. Hello, I'd like to change backstab so it doesn't multiply damage, but applies some effects. I see opcode #340 (0x154) Spell Effect: Change Backstab Effect Which might be what I need, but ideally I'd like to have some effects of backstab only when some items are equipped. Let's say for example that standard backstab should deal additional 20 dmg, when "the night's gift +5" is worn, it should additionally stun the enemy and with dagger of the start it should poison the enemy. Simple using opcode 340 on those items won't work, since I want the effects to be cumulative. Is there a way to do that? Thank you for your help :)
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