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c4_angel

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Everything posted by c4_angel

  1. Yeah, now testing in BG2EE v2.5. Patched animate.ids but not anisnd.ids. Thanks. EDIT: Patched anisnd.ids but not fixed...
  2. Hello. Here are what I have done: - Create bam files. - Find an empty animation slot with Argent77's function. - Export 7f3b.ini (the deva good animation, which sounds I want to use), rename to the empty slot hex number, and edit resref to my bam prefix. - Edit an .cre file using the new animation slot. But when I summon the creature in game, there's no animation at all. Anything else I should do or any fault I did? Thanks. My code: My ini file:
  3. I just find that I only pulled the Chinese translation to the master branch. Please merge it to RevisedSCS branch, if needed. Sorry about that.
  4. Thank you! And besides, a further update to Simplified Chinese tranlation is in my new pull request.
  5. Made a pull request on Github including Simplified Chinese translation.
  6. Understood. Thank you for explanation.
  7. Yes, v2.1 20180615 release, and IESDP from https://gibberlings3.github.io/iesdp/index.htm directly. OK thanks. Not quite understood. Which effect uses param 6?
  8. As both from NI and DLTCEP v7.8, and also tested in BG2EE v2.5 release: 0x68: should be parameter5(unused) and should be 4 bytes long 0x70: resource2 aka vvc, 8 bytes 0x78: resource3, 8 bytes in IESDP of Last update: 24.06.2018
  9. Seems the mInimum level should be 0, as the "Holy Word" spell (sppr710) in SR.
  10. ToBEx has introduced some triggers like TimeStopCounter(I:Number*), but they are not in TRIGGER.ids of BG(2)EE. Does anyone know trigger(s) like this in EE games? Thank you.
  11. Hello! Some int values are stored like a string in 2da files, e.g. UNSUABLE in KITLIST.2da(in another word, cannot use a SET after READ_2DA_ENTRY). Is there any way to make it work? Thank you!
  12. That's a great table. Thank you very much! And I still may need help in two issues: 1. You mentioned "Spellstates 6240+ are dependent on the game campaign/version, read directly from specific offsets of the EXE. Pattern is 32(set) - 160(emtpy) - 32(set), and repeats semi-consistently up to the max (32767)". If I skip 6240-6271, use 6272-6431, then skip 6432-6463 ...etc, will function as expected? 2. Can I use splprot.2da to check them in script ? And how? The semi-consistent part is that it occasionally has an extra multiple of 160 empty SPLSTATES between sets. For example, BGSOD v2.3.67.3, starting from 6240, has: 3x(32 - 160 - 32) - 160 - 7x(32 - 160 - 32) - 1600 - (32 - 160 - 32) - (32 - 160 - 32) etc... But I don't know if every game version has the same pattern off extra space or not. I didn't go very far with it, other than to check from the other end (32767) to see if it was still in effect. The second 32 of each such set has always had the exact same value though, 0x0000000a, using only bits 1 and 3. SPLPROT only works in spells/items/projectiles, and comes with an entry for checking SPLSTATES, entry 110, using Parameter1 to specifcy the spellstate. Scripts still have to use CheckSpellState(). a little confused with the pattern, but try start from 32767 will be a good idea, thank you.
  13. That's a great table. Thank you very much! And I still may need help in two issues: 1. You mentioned "Spellstates 6240+ are dependent on the game campaign/version, read directly from specific offsets of the EXE. Pattern is 32(set) - 160(emtpy) - 32(set), and repeats semi-consistently up to the max (32767)". If I skip 6240-6271, use 6272-6431, then skip 6432-6463 ...etc, will function as expected? 2. Can I use splprot.2da to check them in script ? And how?
  14. SPLSTATE values 256+ are set by the engine for other purposes. (STATS, Bardsong, Backstab, New Opcodes, some pulled straight from the EXE). Setting them manually has no effect(mostly), but checking them is not reliable. I did test in my mod at 500+, no bug found by now, is there any range already found? 32767 is top... And are there any reliable way?
  15. I may toss one here, but flawed I think. Since TobEx expands the use of STATS.IDS to support new hard-coded stats and custom stats, this function aims ease-to-use and work in EE engine as well. It should be used along with script trigger: CheckStat(O:Object*,I:Value*,I:StatNum*Stats) for vanilla games (so ToBEx must be installed to make this happen) and CheckSpellState(O:Object*,I:State*splstate) for EE games. If anyone already have a better function to do this job please let me know. Codes are here: https://github.com/Sebastian-c4/Cabob_Utility/blob/master/Cabob_Utility/lib/c4_unique_mark.tpa Borrowed the FJ_SPL_ITM_REINDEX function for file correction, thanks to authors. Function name: C4_FIND_STAT_SLOT and C4_ADD_UNIQUE_MARK C4_FIND_STAT_SLOT is an action function, checks all creature/item/spell files in game which have effect using opcode #318 (vanilla game) or opcode #328 (EE game), also values in STATS.IDS or SPLSTATE.IDS, find an unused one from 501 to 32767, and append a line with an user defined "identifier"(requred). Return "available_stat" for further usage. C4_ADD_UNIQUE_MARK is a patch function, calls C4_FIND_STAT_SLOT, and uses function CLONE_EFFECT to add an effect to creature/item/spell file with an user defined "identifier"(also requred), other parameters of the "match_" part are same with CLONE_EFFECT. Take mage spell Blur for example: Note the I:Value* must be fixed to 1, since CheckSpellState has no value parameter.
  16. Edit: Sorry I misunderstood the changelog. Please ignore my previous post.
  17. Description update in Universal Club component is not using a .tra file, so it will be a little mess with Chinese language, since the .tp2 file is coding in UTF-8. If it's OK that I add a PATCH_INCLUDE in the .tp2 file and corresponding .tph files in language folder?
  18. I think this should be covered already by the loosen equipment restrictions for cleric multis. Despite the name of the component a fighter-cleric via dual or multiclass uses the same bits for usability, so the changes here also apply to dual-classes. It's a pretty simple formula--if an item is usable by fighters, it's made available to fighter-clerics and fighter-mage-clerics; items for thieves to cleric-thieves; items for mages for cleric-mages and fighter-mage-clerics; and items for rangers for cleric-rangers. The weapon proficiency table is also updated to allow pips in the same categories, e.g. mage-clerics can place a pip in daggers. edit: Oh, I don't think I read completely--you mean beyond just the cleric stuff. As Level1NPC mentioned, is it possible to include the whole mod(the NPC adjustment part) into tweaks?
  19. I have made some tweaks/corrections in my bwp game, but i'm not sure it proper enough for tweaks. 1. Change almost every door to prevent NPCs pass through, to make sure no panic/enemy go out and course any unexpected situation, e.g. the House Jae'llat. 2. Stop ALL romance at the beginning. After play through for almost 20 years, some one like me may think that's really boring. Or tweak(shorten) the timer, especially some use real time. If some one want to keep the romance but want to just finish it asap. 3. Alter buy/sell percentage of shops, and stealable or not.
  20. jastey: I included english .tra file in the LANGUAGE part, but I'm afraid if use Chinese language on e.g. English game will also come to bad end.Maybe another check and LOAD_TRA line ? Edit: A second thought, I think it's not necessary to add anything else, just let users to choose that. Mike: May I just edit the .tp2 file in V6 and attach here along with the .tra files?
  21. Thank you, and sorry for my late reply. Due to absence of official Chinese language support by now, the Chinese language is not compatible with BG2EE by now. I need a little more work in the .tp2 file to make sure BG2EE game use English .tra files...
  22. Sorry but I find they don't much like to do so, only check AC. I'll do more test.
  23. Hello David Here is a suggestion, not a bug report: It's somehow not an impossible mission to reach 100% resistance of physical damage like slashing, and more easier if other mod exist. I think maybe it's more rational if enemies can check the damage type of their weapon-in-use, and the resistance with same type of there targets, and make a choice, attack the ones below a certain percentage like 80% first.
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