So you want to move Boo too?I was thinking just make it so you can move around stuff that isn't equipped (in those 16 inventory slots + 3 quick slots - Minsc's Boo and Haiass' Chewtoy etc) and undroppable Equipped and undroppable items (Edwin's amulet etc) imho shouldn't be touched
This is just research, right? Relating to that thread, I've seen luck thrown around a lot of places, but can't remember exactly where.As stated in that thread, I don't think anybody really know what the vanilla Bard song does - or, indeed, if it even works properly. The effects are not really consistent with what the manual says:
"Bard Song: This is possible by Bards ? the bard character will begin playing a song, which continues until any action other than movement is selected for that bard. While the song is playing, the party morale and luck is higher. The better the bard (higher level), the larger the morale and luck improvement for the party. (Luck decreases attack rolls and damage caused by enemies)."
Not quite. It has been a while since I looked at that code, but the creature's animation sounds are tied to the animation sequence, so they place in addition to the soundset. Now you could possibly fix this by removing the 'I will crush...!' reference from MOGN.2DA and patching all flesh golems to use that sound on attack.Soundset is normally tied to a creatures' animation (MOGN.2DA - ogrillon and shared by flesh golem in BG1), but you can overwrite it in the cre. file if you want them to sound like a regular golem.
They all use the same opcode, so the 'charm' part of the spell should act the same if the charm is successful.About this charm issue, is there a difference between charm, dire charm, mental domination or other "charm" spells?
I recall in most of my megamod installs sometimes my charmed characters would stand there doing nothing and other times they would at least engage my other members in melee.