Jump to content


Photo

Imprisonment remake


  • Please log in to reply
5 replies to this topic

#1 Demivrgvs

Demivrgvs
  • Member
  • 143 posts

Posted 08 January 2008 - 03:21 PM

I'm modding this spell myself and thought about asking some advices to someone who surely know better than me what has to be done. :Bow:

1) I've changed the imprisonment effect to a maze one (as you did i think) but made it the other way around: target is always treated as having Int 3 and the intmod.2da is changed as a consequence. Why did you prefer to set Int to 25 instead? Is there something i don't know?

2) Is there a way to disable the maze portrait icon and show the imprisonment one? It doesn't seem to work the usual display/remove portrait icon effect.

3) You said that Freedom had to be changed but i haven't and it "cure" the maze effect anyway.

Thanks in advance!

#2 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 08 January 2008 - 03:26 PM

1) I've changed the imprisonment effect to a maze one (as you did i think) but made it the other way around: target is always treated as having Int 3 and the intmod.2da is changed as a consequence. Why did you prefer to set Int to 25 instead? Is there something i don't know?

In case a party member with 3 Int gets a regular maze.

2) Is there a way to disable the maze portrait icon and show the imprisonment one? It doesn't seem to work the usual display/remove portrait icon effect.

There's no Imprisonment icon. To do this, you need to alter states.bam and states2.bam and create strings associated to them. Refinements should contain examples. Doing so will result in Refinements incompatibility (there are 255 states.bam slots and Refs fills all of them).

3) You said that Freedom had to be changed but i haven't and it "cure" the maze effect anyway.

It needs to revert the Int modification, the re-mazing, and a couple of other BS effects that I had to throw in for some reason.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#3 Demivrgvs

Demivrgvs
  • Member
  • 143 posts

Posted 08 January 2008 - 03:41 PM

Wow...a quick response indeed!

In case a party member with 3 Int gets a regular maze.

Mmm...it's the same problem your tweak faces when a creature with int 25 gets mazed i think. But i thought about explaining it even in the maze description by saying that creatures with near to zero Int will probably take days to exit the maze. Imprisonment doesn't need to last an eternity imo, just long enough to be sure that affected creatures is out of fight for all the encounter.

There's no Imprisonment icon. To do this, you need to alter states.bam and states2.bam and create strings associated to them. Refinements should contain examples. Doing so will result in Refinements incompatibility (there are 255 states.bam slots and Refs fills all of them).

That's a pity...but Refinements is one of those mod i can't play without.

It needs to revert the Int modification, the re-mazing, and a couple of other BS effects that I had to throw in for some reason.

Revert Int modification isn't necessary, the Int mod effect can be set to instant/limited 4 and that's enough (i've tested it). Re-mazing for some reason is already there in my game...regarding those BS effect i don't know what you're talking about.

Thanks, you've been very helpful!

Edited by Demivrgvs, 08 January 2008 - 03:42 PM.


#4 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 24 June 2008 - 02:38 PM

I noticed the tb#impri spell has a 255% probability chance, or a -1 if it's signed (which the IESDP doesn't say but apparently NI interprets it that way). I'm sure it works and everything - just curious if it's that way for a reason rather than 100%.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#5 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 26 June 2008 - 06:22 AM

I recall it usually working (and I've been playing with that for what, four years?), but I'll fix it in the next version, yeah.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#6 horred the plague

horred the plague

    Scourge of the Seven Seas

  • Modder
  • 1899 posts

Posted 03 December 2012 - 08:40 PM

Can you recommend a way to detect this effect in a script? I managed to figure out a way for petrification using the handy locals variable, but no such variable exists in imprisonment. Or, if not, could you add a locals to help out? A scripting state and a custom secondary school would be better, but even a locals would do (see below).

--I took advantage of the fact your version left scripts running. What I did is have the petrified player check for the tb#petri var in their script, and if so they apply a custom spell (w/ custom secondary school) that sets ScriptingState#20 to 99. They then SHOUT a custom number. Other players hear the shout, detect the stat value on them, and act accordingly (cure them if they can). Once cured, their own script looks again for the variable plus the set stat. id tb#petri is 0 and SS#20 is still 99, it applies another spell to remove the custom secondary school.

This way I was able to both detect and counter the effect, without actually touching the tb#*** spells. I could add the locals effect on my own end as well, but others might want to benefit from this workaround.