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Interesting research on attacks in the round


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#21 Ascension64

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Posted 14 April 2012 - 04:45 PM

Quote

1. RNDBASE tweak

Attached the tweaked BMPs so that every animation attack is a statistical attack (well, mostly...). Free to use for anyone who wants to add it to their tweak mod. The 'mostly' part is that creatures with X/2 attacks will occasionally make that attack that doesn't corresopnd with a statistical attack. That is the random failed 1/2 attack in that round. Can't do anything about that without hacking the executable, which I am working on.
You may also note that there are cases where the record screen doesn't report the correct number of attacks (e.g. the imported TOBFIGHT, if you put the fist in the right hand, and the sword in the left hand, actually has 3/2 attacks, but incorrectly reported as 3). This is likely due to haste. I've also noted that with that test, the hasted TOBFIGHT never attacks with the left hand at all, which is the issue with the 3/2 attacks. Funny how without haste TOBIGHT has 3 attacks per round, but when hasted has only 3/2...

Attached Files


Edited by Ascension64, 14 April 2012 - 07:41 PM.

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#22 -max-

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Posted 14 April 2012 - 06:00 PM

Fascinating. I tend to agree with Galactygon about the feinting attacks, but A64 makes sense when he says it looks likes your pc is missing everything. To bad there can't be a blood splash or hit sound effect when you really hit and do damage (what does the blood patch do anyway-just chunking?). Or can there be? Then you can have all the attacks animations, and also know you are really making contact. Maybe a crunch sound effect on armor, and a squishy one on non armored foes. Don't know if this is possible, but one can dream. :whistling:

#23 Sasha Al'Therin

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Posted 14 April 2012 - 06:16 PM

'max', on 15 Apr 2012 - 02:00, said:

Fascinating. I tend to agree with Galactygon about the feinting attacks, but A64 makes sense when he says it looks likes your pc is missing everything. To bad there can't be a blood splash or hit sound effect when you really hit and do damage (what does the blood patch do anyway-just chunking?). Or can there be? Then you can have all the attacks animations, and also know you are really making contact. Maybe a crunch sound effect on armor, and a squishy one on non armored foes. Don't know if this is possible, but one can dream. :whistling:

Actually, there are weapons that do an effect of some sort on hit.... find one whose animation looks like a decent blood splatter (or figure out how to create and add in your own) and add it to all melee weapons as a 100% on hit effect. As for sounds, you could probably come up with a couple different sounds for on hit and develop a random probability of one of the effects going off with each hit. As far as misses, can't do much about those except for critical misses which the party member should have a sound file for.

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#24 Ascension64

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Posted 16 April 2012 - 04:52 AM

OK. This is complete.

Quote

-----1520 AttackOnce Action Fix [F]
Makes the following fixes to the AttackOnce() action (the standard attack action):
1. With X/2 attacks, the attack that occurs once every two rounds now always occurs every two rounds (rather than a random probability of the attack taking place every single round)
2. With 3/2 attacks, the attack that occurs once every two rounds now always uses the offhand if an offhand weapon is present (rather than the offhand never being used)

Options:
-0: disabled
-1: enabled

-----1530 Attacks Are All Genuine [T, X]
The LIGHT_GREEN, YELLOW, BLUE, FUCHSIA, LIGHT_BLUE, LIGHT_GREY and RED pixels only play the melee attack animation if a statistical attack takes place. To make all animations attacks statistical attacks, the RNDBASE files need to be modified

Options:
-0: disabled
-1: enabled

I have incorporated the RNDBASE stuff into a TobEx tweak, which also makes half attacks that don't occur not display attack animation.

Edited by Ascension64, 16 April 2012 - 04:53 AM.

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#25 Suslik

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Posted 16 April 2012 - 03:58 PM

Good fixes, Asc64. Indeed it looked weird since BGI when one casts lvl 3 haste on themselves and attack animation starts playing at 2x speed, while character only gains 1 additional attack. Same goes for boots of speed and similar effects.

#26 phordicus

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Posted 16 April 2012 - 10:18 PM

At the risk of spam, this is awesome.
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)

#27 Ascension64

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Posted 17 April 2012 - 03:22 AM

Have to work out what the trouble with haste really is.

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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)