Imprisonment remake
#1
Posted 08 January 2008 - 03:21 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?
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
Posted 08 January 2008 - 03:26 PM
In case a party member with 3 Int gets a regular maze.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?
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).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.
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.3) You said that Freedom had to be changed but i haven't and it "cure" the maze effect anyway.
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
Posted 08 January 2008 - 03:41 PM
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.In case a party member with 3 Int gets a regular maze.
That's a pity...but Refinements is one of those mod i can't play without.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).
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.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.
Thanks, you've been very helpful!
Edited by Demivrgvs, 08 January 2008 - 03:42 PM.
#4
Posted 24 June 2008 - 02:38 PM
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#5
Posted 26 June 2008 - 06:22 AM
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
Posted 03 December 2012 - 08:40 PM
--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.