Edited by i30817, 25 November 2011 - 09:37 PM.
TobEx Wish list
#461
Posted 25 November 2011 - 06:54 PM
#462
Posted 26 November 2011 - 04:35 AM
Yes but they will be tied to the spell's "duration" rather than "the skins are still there", so if the spell's duration is 3600 and you set anything like a protection from spell it will stay regardless of whether the stoneskin itself gets taken down.Can't you just tag extra effects onto the stoneskin spell?
#463
Posted 26 November 2011 - 08:22 AM
Yes but they will be tied to the spell's "duration" rather than "the skins are still there", so if the spell's duration is 3600 and you set anything like a protection from spell it will stay regardless of whether the stoneskin itself gets taken down.
Can't you just tag extra effects onto the stoneskin spell?
You don't have control over when stoneskin expires due to hits. It's the same story as with decrement spell deflection/turning/trap opcodes.
-Galactygon
#464
Posted 26 November 2011 - 06:03 PM
[Edit] No, not really. It's horribly immersion breaking and tactically retarded to have something like poison from a spider go through when the attack damage itself is nullified.
If this can't be fixed via tobex, is there some opcode workaround via EFF that I could attach to... every freaking attack item that has extra damage effects to make it do nothing against a STAT_STONE_SKIN 1 target?
Edited by phordicus, 29 November 2011 - 05:45 AM.
#465
Posted 27 November 2011 - 02:25 AM
I want to cast party wide buffs without repetition. I was thinking of this:
IF /*some party member not under the spell effect check...*/ OR(6) TriggerOverride(Player1, HaveSpell(CLERIC_BLESS)) TriggerOverride(Player2, HaveSpell(CLERIC_BLESS)) TriggerOverride(Player3, HaveSpell(CLERIC_BLESS)) TriggerOverride(Player4, HaveSpell(CLERIC_BLESS)) TriggerOverride(Player5, HaveSpell(CLERIC_BLESS)) TriggerOverride(Player6, HaveSpell(CLERIC_BLESS)) //I AM THE CHOSEN ONE! Range(Trigger/*last trigger override that matched*/,0) THEN //cast spell ENDSo they all would execute the same code, and yet only one would "win" and only one would start casting.
Thing is i don't think i can get the last matched trigger override.
See and LastSeenBy is very useful, but i don't think it can be used to efficiently match on general conditions...
This also would probably not work too well if they were separated...
Edit: just realized lasttrigger almost does what i want, except the hasspell (and probably others) triggers aren't listed as affecting it in
http://iesdp.gibberl...g2/svtriobj.htm
Probably because HasSpell doesn't take a npc Object argument, so they thought it was useless to save "Myself"...
I'm unsure what would be better: make a overload of trigger override that saves in a new object, make trigger override save it in a new object (these two more general), or disable the checks against saving the LastTrigger in the functions that don't do it (probably a nightmare, but if the functions just call the same underlying function, maybe not).
Edited by i30817, 27 November 2011 - 05:09 PM.
#466
Posted 27 November 2011 - 06:58 PM
To prevent doing a action if more than one member is selected (not "to prevent more than one party member doing a action" that is possible with globals).
To emulate this it appears to be necessary wasting a round and some LOCALS/GLOBALS hackery.
Edited by i30817, 27 November 2011 - 07:55 PM.
#467
Posted 28 November 2011 - 01:39 AM
Should be.Would it be possible to add a NumInPartySelected trigger?
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Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
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#468
Posted 28 November 2011 - 12:42 PM
A AND(I:number) trigger that can be put in a OR()
Motivation: efficiency, expressiveness.
For instance instead of this:
(actually there's bugs in the code below, but you get the idea)
We'd have this, short-circuiting checks beyond the first true AND:
Edited by i30817, 28 November 2011 - 01:24 PM.
#469
Posted 29 November 2011 - 03:47 AM
Just expand the expression over 6 blocks.
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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#470
Posted 29 November 2011 - 07:10 AM
I thought i had it working anyway, but didn't take into account how limited LastTrigger really is.
But what about extending the Object identifiers?
[EA.FACTION.TEAM.GENERAL.RACE.CLASS.SPECIFIC.GENDER.ALIGN.STATE]
State would be, of course, a check with StateCheck.
This would simplify priority targeting.
Of course this is another situation where OR blocks help, but i'm just listing possibilities
Edited by i30817, 29 November 2011 - 12:27 PM.
#471
Posted 29 November 2011 - 12:02 PM
I found some old references saying it is busted:
http://www.shsforums...e-check-broken/
http://www.sorcerers...ivineSpells.htm (search for cure disease there)
Or am i missing something ?
And as i asked before what do you say to extend your "disable/enable button" opcode to the levelup screen too? Not possible now?
Edited by i30817, 29 November 2011 - 12:47 PM.
#472
Posted 29 November 2011 - 02:04 PM
Unlikely, the object identifiers fit into a discrete Object class with no room to move.But what about extending the Object identifiers?
I don't fix it. I need someone else to tell me why its broken though.BTW, is STATE_DISEASE fixed?
I think it is possible. Take note that I put all requests into my to-do list and try implement when I get around to it. It takes forever just to implement one hack, so you'll need to be patient.And as i asked before what do you say to extend your "disable/enable button" opcode to the levelup screen too? Not possible now?
Edited by Ascension64, 29 November 2011 - 02:09 PM.
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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#473
Posted 29 November 2011 - 10:57 PM
#474
Posted 30 November 2011 - 08:13 PM
You know how Stats are sometimes overloaded? (ie: the scriptingstates in detectable stats?)
The problem with this is that you lose information because of when you are affected by more than one stat - you only know the last one, because the stats are overwritten.
This is wasting the potential of using bytemasks. Ie: slap WIZARD_SHIELD_MASK in a ids file somemwhere,
(CheckStatGT(Myself, WIZARD_SHIELD_MASK-1, SCRIPTINGSTATE6) and CheckStat(Myself, WIZARD_SHIELD_MASK, SCRIPTINGSTATE6) would not work as guards).
You'd need a new function:
CheckStatMask(Myself, WIZARD_SHIELD_MASK, SCRIPTINGSTATE6)
And maybe
CheckStatMaskGTE(Myself, WIZARD_SHIELD_MASK, SCRIPTINGSTATE6)
notice the E for "equal"
(zero the bits lower than WIZARD_SHIELD_MASK, check against >= WIZARD_SHIELD_MASK)
CheckStatMaskLTE(Myself, WIZARD_SHIELD_MASK, SCRIPTINGSTATE6)
(zero the bits higher than WIZARD_SHIELD_MASK, check against <= WIZARD_SHIELD_MASK)
And the set opcode would need a option to set a mask, not just assign blindly.
This would make all of those overloaded values checkable... If it works with normal stats even, DS could be reorganized to occupy much less of the slots it does now too.
Edited by i30817, 30 November 2011 - 09:43 PM.
#475
Posted 30 November 2011 - 08:42 PM
I see, will pop on to-do list.I thought of something now. I know you have a option to have pickpocket not go out of stealth immediately. There is a similar problem with opening containers (which makes a thief stealing things much harder than it should imo, especially considering that sanctuary apparently bypasses that).
I can implement. However, I don't think anyone is going to update Detectable Stats since so many mods already depend on it.CheckStatMask
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Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#476
Posted 30 November 2011 - 09:39 PM
Edited by i30817, 01 December 2011 - 08:15 AM.
#477
Posted 30 November 2011 - 09:45 PM
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#478
Posted 30 November 2011 - 10:38 PM
Are there really so many? Detectable stats has a way to check for version? If it has, a new one could be made and fix the names/reorganize while we're at it and we could gradually update the mods and mark them "incompatible" with the old version if it detects it.I can implement. However, I don't think anyone is going to update Detectable Stats since so many mods already depend on it.CheckStatMask
1) Repeat until the ugly mods are all obsolete
2) make it a part of BG2Fixpack
3) ??? (possibly change the original stats too)
4) profit (massive oversimplication)
It could probably be done automatically by preprocessing the scripts with a tool too. Then you'd just have to release a "new" version of the mods that use DS all at once.
To advocate the other argument a little, although 32 slots in the mask is bigger than anything DS is using now, it might not be big enough for such categories as "Necromancy" or things like that (is the datasize 32 or 64?). And your expandable stats hack serves as a alternative too, so this is just not as important.
Edited by i30817, 30 November 2011 - 10:59 PM.
#479
Posted 30 November 2011 - 11:22 PM
I think he means STATE_POISONED which does not work at all in a simple script like (Note: tested on BG:ToTSC needs confirmed for BG2)I don't fix it. I need someone else to tell me why its broken though.BTW, is STATE_DISEASE fixed?
IF StateCheck(Myself,STATE_POISONDISEASE) HasItem("potn20",Myself) THEN RESPONSE #100 UseItem("potn20",Myself) ENDoh i applied this
APPEND ~state.ids~ ~0x00084000 STATE_POISONDISEASE~ UNLESS ~0x00084000 STATE_POISONDISEASE~prior to running that script, thought I'd combine both just in case one of 'em would catch
Only where Tutu & BGT are concerned... Now if A64 wants to tackle a ToTSCex I'd consider that thenUmm... would this come under ToBEx's purview?
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#480
Posted 01 December 2011 - 03:02 AM
I think he means STATE_POISONED which does not work at all in a simple script like (Note: tested on BG:ToTSC needs confirmed for BG2)I don't fix it. I need someone else to tell me why its broken though.BTW, is STATE_DISEASE fixed?
I haven't tested it yet, but i'm pretty sure i meant STATE_DISEASE in bg 2
This post by Kevin Dorner explains it.