Ideas, suggestions, requests
#61
Posted 18 January 2004 - 09:35 AM
Darth...
Darth Gizka...
#62
Posted 18 January 2004 - 01:52 PM
You could do this with a COPY_REG_EXP and a few READ/WRITE BYTEs, but since the bytes will move around based on the number of abilities in the spear, you'll need a loop in there as well.
UU, I'll see what I can do.
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.
#63
Posted 18 January 2004 - 02:12 PM
#64
Posted 18 January 2004 - 03:04 PM
unless you poke them in the eye...Yeah this is a good idea. Spears should be more thrusting. Halberds should probably be more swinging. Quarter staffs shouldn't be thrusting coz come on how much damage is someone poking you with a stick gonna do?
yay!!! had not noticed that about delainey...since i rarely use here with melee weapons...
so urm...cam, will having jaheira in party with delainey installed, her poke animations will happen much more frequently, then??? that would be so nice...
urm...if i understand correctly, the values are set on the spear, not on the cre files of the character...so each spear will have to be edited...sigh...that's a lot of work..
not to mention stuff from item upgrade, like the throwing spears...sigh...
well, i guess i have to put delainey on the front lines more...
Darth...
Darth Gizka...
#65
Posted 18 January 2004 - 03:49 PM
so each spear will have to be edited...sigh...that's a lot of work..
CamDawg means he'll try to use advanced WeiDU coding to let it do the work for him on the fly
Ever forward, my darling wind...
#66
Posted 18 January 2004 - 04:15 PM
Any scripting solution is nice, though the planned "Item revisions" component of v2 should handle this part of the game (I already have an edited version of most spears finished, but I'll add this new effect ).so each spear will have to be edited...sigh...that's a lot of work..
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#67
Posted 18 January 2004 - 04:30 PM
Are you planning on copying over the spears? That's going to incur compatibility problems.
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.
#68
Posted 19 January 2004 - 06:42 AM
Actually, the answer would be yes. What kind of code do you have for that? One that changes spears in-game to do more thrusting animation? Don't forget that we should think/work on halberds/greatswords/staves as well!Are you planning on copying over the spears? That's going to incur compatibility problems.
And one more thing: will this "new" code be a part of your mod? I say we should make it general (since it is a fair idea), and I'd ask you to let us include it into BG2 Refinements as an optional component (along with all the other changes for items).
A quick question though: is it truly necessary to use a code for all this? There aren't too many spears in the game (ToB included), and it wasn't a bother for me to change them in the preferred way - I say having a simple "copy" effect would be a better option than using a code.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#69
Posted 19 January 2004 - 09:24 AM
I wasn't planning on including it in Delainy, though I have been pondering releasing a tweak pack. Refinements is going to be a large, all-encompassing mod that will take some time to complete. As such I've been considering a smaller, less ambitious mod in the meantime for some smaller tweaks that I've been considering. There's no reason why it couldn't be in both mods.
In regards to halberd/staves/etc. now that I have the base code, I can alter a variable and change animations in any weapon type. Something else to change would definitely be less thrusting attacks with blunt weapons.
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.
#70
Posted 19 January 2004 - 09:35 AM
Right, I'm convinced.I guess it depends what changes you're making to the spears. If you're doing more of a general change to all spears, then code is probably preferred. If you're addressing and changing each spear individually then copying is probably a better method, though it will incur compatibility problems. One big advantage to changing something on the fly (like the animation adjustments) is that the changes will affect all spears in the game, including those added by mods. If you're copying over the spears, executing the animation change code after it will not cause any problems; you could have both methods, in a way.
Now, this is truly a great thing to do. And I must ask you again: please include this work into Refinements, since it seems clearly a wonderful (and really needed) refinement to my eyes. I would be glad and most honored to have this in for BG2 Refinements v2.In regards to halberd/staves/etc. now that I have the base code, I can alter a variable and change animations in any weapon type. Something else to change would definitely be less thrusting attacks with blunt weapons.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#71
Posted 19 January 2004 - 10:24 AM
This seems to be the default animation sets by weapon type (though some are different). Animations are overhand/backhand/thrusting:
Axes: 50/50/0
Blunt weapons (maces, clubs, flails, morningstars): 50/50/0
Daggers: 0/20/80
Halberds: 0/35/65
Hammers: 65/35/0
Spears: 33/33/34
Staves: 10/70/20 is most common though there are lots of variations
1H Swords: Split between 50/50/0 and 10/25/65
2H Swords: 60/40/0
Out of these, probably the only changes I would recommend is moving spears to 10/20/70, standardizing staves to 10/70/20, short swords to 10/25/65 and other 1H swords to 50/50/0. Comments, suggestions?
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.
#72
Posted 19 January 2004 - 11:05 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#73
Posted 19 January 2004 - 03:07 PM
Yeah this is a good idea. Spears should be more thrusting. Halberds should probably be more swinging. Quarter staffs shouldn't be thrusting coz come on how much damage is someone poking you with a stick gonna do?
sorry, couldnt resist
And the front rank died
And the general sat and the lines on the map
Moved from side to side.
#74
Posted 19 January 2004 - 03:10 PM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#75
Posted 19 January 2004 - 04:11 PM
It is a sad fact that monks are not allowed two-handed weapons otherwise any well-trained monk would show you how much can be done by poking. The downside of swinging anything is that your opponent can see it coming a long time beforehand. That is why in real fights theses nice 360 degree dropkicks never happen. Think of staves that do something when they touch an opponent. It is not the impact you are after, but the fact that you hit quickly, but I am digressing probably. Animation change is a good thing. Don't mind me ramblin'.Yeah this is a good idea. Spears should be more thrusting. Halberds should probably be more swinging. Quarter staffs shouldn't be thrusting coz come on how much damage is someone poking you with a stick gonna do?
sorry, couldnt resist
Free your mind
#76
Posted 19 January 2004 - 11:39 PM
Truth to be told, I always wanted to allow quarterstaves to monks...It is a sad fact that monks are not allowed two-handed weapons otherwise any well-trained monk would show you how much can be done by poking.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#77
Posted 20 January 2004 - 02:00 AM
Between version 1 and 2 I'll plan to lazily work on improving/fixing the Sword Angel kit, remove bugs and likely add/modify things everywhere basing on feedback.
But really without time pressures, since my time will decrease exponentially in the following 4/5 months (that's why I want version 1 out as soon as possible).
About the copying/scripting debate, IMHO the course must be decided case by case.
Sure, you can let many changes live together with tricky coding, but what would be the final result, RP-wise?
What's the point in allow different fixes to live together at all costs? Sure, you can add whole effects to a spell through tricky WeiDU coding, instead of copying your files, but the result may be a total mess. Some effects used together crash the game. Others will simply nullify each other. Others then, used together, will simply make the description associated to the "item" completely wrong.
I've just updated Refinements' installer to use the new binary operators BAND and BOR where needed, and this is very good, but some things are still copied, and in case of mage scrolls, one value is simply set for all of them, the way I want it, otherwise things might not work
Anyway, CamDawg, thanx again for your offers, any additions would be quickly included
Ever forward, my darling wind...
#78
Posted 22 January 2004 - 12:47 PM
It would be nice to have such weapons for the respective fighter kits I think.
Especially nice if the Warblade could be made into a barbarian specific weapon.
I like this weapon, it looks cool and the text is nice but it just isn't used by anyone. Maybe make it so it in the hands of a barbarian is a twohanded sword +4 that does 2d8+4 damage
Gives grandmastery in two-handed sword
when hpīs are halved user goes berserk( and cannot drop weapon) will attack all enemies until everyone is slain or the barbarian himself is killed or healed completely. While in this state he cannot be charmed, held, confused, dominated, slowed, hasted and is immune to fear.
What do you think of that?
I tried to change the Warblade but I couldn't figure out how to make it different for a specific class.
#79
Posted 22 January 2004 - 03:00 PM
Take a look at the new HLA tables of thieves - UAI abuse is history.I thought about the short sword of backstabbing added by the rogue rebalancing mod. I think more weapons should be like that. That would also stop the UAI abuse.
A noteable idea, we should further discuss this for a later version of the mod.if Carsomy was usable by all good aligned warriors but was a regular +3 twohander in the hands of a fighter and acted only as a holy sword in the hands of a paladin.
Originally, when the game wasn't full by fan-made overpowering +4/+5 weapons at every corner. Originally weapons like Warblade were the only choice to harm Kangaxx... those were the times..Especially nice if the Warblade could be made into a barbarian specific weapon.
I like this weapon, it looks cool and the text is nice but it just isn't used by anyone.
As I've said, your ideas have much merit, and we'll try to do something for them in v2 or v3.What do you think of that?
I tried to change the Warblade but I couldn't figure out how to make it different for a specific class.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#80
Posted 24 January 2004 - 05:08 PM
hey, yo, but there werent those overpowered unkillable insta kill rabbit, too. so its balanced. you can kill anything with one hit and the enemy, too.
j/k
"Say if Carsomy was usable by all good aligned warriors but was a regular +3 twohander in the hands of a fighter and acted only as a holy sword in the hands of a paladin."
is this necessary? nobody would use a weak +3 weapon. you cant hit a gibberling with it.