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TobEx Wish list


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#761 joshuar9476

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Posted 13 November 2012 - 06:14 PM


this may not be as requested but i'm just throwing it out there. is there a way to prevent multi-classed characters with a kit from losing any weapon restrictions? With my own kit that i made, only a handful of weapons are available. as soon as i multi the character as a fighter/mage, the restrictions disappear thus making every weapon available. i can play by my own house rules and just put the pips where they are supposed to be, i was just curious if there's a work around.

I don't think there is a workaround, since multi-classing generally takes away restrictions.


ok, i figured it was a shot in the dark. i'll just continue with my house rules then.
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#762 Lollorian

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Posted 24 November 2012 - 08:34 PM

I dunno whether this comes under ToBEx's purview but a charged ability (with > 1 charges) with the "Item Remains" charge depletion property will wrap the number of charges to 65535 when the charge count reaches zero :P

On a related note, can CLUAConsole:CreateItem() without the extra parameters be made to give you the default number of charges specified in the ability header when the item spawns instead of only 1 charge? :P

Also, requoting another item-related problem :)

Can numeric prefixes for items be allowed? :P Issue seen in the IWD Item pack - Items in the inventory turn into the amount of gold (MISC07.ITM - the amount is the numeric prefix :lol:) when the save is loaded

Affected items:

60CHANCD.ITM
53AMULHD.ITM
11HFAXKS.ITM
00FLAL03.ITM
11HRSRNP.ITM
50CLUBBT.ITM
11HFBTSB.ITM
11HFAMLK.ITM


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#763 phordicus

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Posted 18 December 2012 - 04:55 AM

Toggle to disable paladin and ranger "fallen" status when rep drops.

Hi, I'm not bumping; I just wanted to throw in what info I can. There's two CLABs, PA05 and RA05, that have some DisableButton stuff relevant to the Fallen classes. This makes it look like applying Fallen status is actually just applying a hidden kit to the CRE. (Credit to NiGHTMARE in an 8-year-old thread elsewhere).
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#764 gtype

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Posted 18 December 2012 - 01:08 PM

Kind of lame to register just to ask stuff, but I was wondering if you could make the field of view bigger. Like I walk two steps away and can't see an npc anymore. Also, an option to disable fog of war if possivel. Thanks

#765 i30817

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Posted 19 December 2012 - 06:08 AM

Been away. Can one already read Stats into variables? From what i can tell, the scripting already allows aritmetic on globals and locals, but i also need something to show/increase stats that is user controlled. I was hoping to use the dialog engine since doing it from the normal levelups screen is out of the question (?)

I want to make classes have thief abilities without being thieves.

Edited by i30817, 19 December 2012 - 06:10 AM.


#766 Ascension64

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Posted 19 December 2012 - 10:44 PM

Check in the reference (triggers and actions):
  • 0x411B Eval(S:Expression*,I:Type*ArgType,I:Loc*)

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#767 i30817

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Posted 20 December 2012 - 12:59 AM

^ pretty cool.

#768 i30817

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Posted 22 December 2012 - 05:15 AM

And what about writing to stats, not just reading them? Supported?

#769 Ascension64

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Posted 22 December 2012 - 10:23 PM

Only for stats that you self-implement (Effect 0x13E). Overwriting core stats is highly dangerous and thus not possible.

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#770 Galactygon

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Posted 23 December 2012 - 02:01 AM

The missing piece of the puzzle is allowing effects and feature blocks to interact with locals/globals, then you could do some truly amazing things.

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#771 Ascension64

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Posted 23 December 2012 - 09:07 PM

As in set them?

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#772 Galactygon

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Posted 24 December 2012 - 01:58 AM

Yes, as in allowing locals/globals to set parameters of effects/feature blocks and vice versa outside the .bcs realm. At the moment I do not have a concept on the specifics of doing it. I would imagine some sort of workaround is necessary (aka the NextTriggerObject() of extended headers) due to the size limits of extended headers.

It is somewhat related to the opcode 177 I have been pushing.

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#773 Ascension64

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Posted 24 December 2012 - 03:01 AM

Can you give an example of this? I'm not sure how a simple variable can result in entire effects/feature blocks being generated.

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#774 Galactygon

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Posted 24 December 2012 - 07:42 AM

Let's say we wish to give a fire resistance equal to the .cre's current hitpoints. We'd do this via a variable in two steps:
1. Set some local variable "HP" equal to the current hitpoints.
2. Use the value of that local variable "HP" to set the fire resistance via a .spl.

#2 would require a new opcode because the values used by the effects in spells are set outside the game in the .spl file. I imagine something analogous to NextTriggerObject() to do the trick. The fire resistance effect would be preceded by an effect carrying the new "Substitute variable to next effect" opcode. This effect would set the value of param1/2 of the next effect (set in param1 of this effect) to whatever value local/global (set in param2 of this effect) variable (set in the resource key) is equal to.

[EDIT] #1 could be solved without going into .bcs files with another new opcode that allows you to set variable resourcekey equal to some stat number param1/2.

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Edited by Galactygon, 24 December 2012 - 07:44 AM.

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#775 GeN1e

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Posted 24 December 2012 - 08:45 AM

I think it might be best described as introducing the full functionality of ADD_CRE_EFFECT WeiDU macro in a form of bcs action. I think only opcode, param1, param2, duration, timing and resource may be really needed, the rest are probably safe to use use hardcoded values.

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#776 Ascension64

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Posted 25 December 2012 - 02:37 PM

I imagine you would probably need some sort of opcode 232 extension (like you have asked for before), with a resource that points to some script that will define the effect. Would that work out?

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#777 i30817

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Posted 25 December 2012 - 03:57 PM

I'd want to be able to use something like that from a dialog. And if possible, without extra file editing. The eff file format scares me, and i've not used it because of that. Since i want to do something complex (incrementally adding 'stats', from calculations derived from locals/globals), i'm not at all sure if i can do it efficiently.
For instance, i assume that adding 1+ creature effects might eventually slow down the game or lead to bad things, if there are hundreds of these little increments. Ideally it would be possible for me to 'remove the old' and 'add the new, accumulated', so a sort of ID would be nice (or at least, that eff on a single stat are merged or something).

This is also a obvious problem for 'percentage modifiers'. I assume the engine has a defined, sorted order in which it applies things.

Edited by i30817, 25 December 2012 - 03:59 PM.


#778 Ascension64

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Posted 25 December 2012 - 09:47 PM

Stats are still better modified directly by effects. All dialogue actions (apart from the the new DialogueSetGlobal() etc. actions) are pushed onto the tail of the actor's action queue and are thus executed in order they are applied.

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#779 Galactygon

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Posted 26 December 2012 - 12:09 AM

I imagine you would probably need some sort of opcode 232 extension (like you have asked for before), with a resource that points to some script that will define the effect. Would that work out?


Isn't 232 about casting a .spl more than once during a fixed time? What we're dealing with is more akin to 177, which is a use-and-check-once opcode, where the conditional/modified effect should be stored normally on the .cre.

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#780 Argent77

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Posted 27 January 2013 - 08:32 AM

I don't know if this has been discussed already, but is it possible to suppress or customize the hardcoded strings (StrRefs 7488, 7489 and 7546, afaik) which are displayed automatically if one of your creatures is a familiar?