Thank you once again for precise and exhaustive answer kjeron!
The item I'm recreating has a clear wording of "command up to 6 hit dice of...", but I indeed didn't checked wording of summon spells, guess Bioware didn't actually fubared this time
Posted 29 October 2017 - 01:06 AM
Thank you once again for precise and exhaustive answer kjeron!
The item I'm recreating has a clear wording of "command up to 6 hit dice of...", but I indeed didn't checked wording of summon spells, guess Bioware didn't actually fubared this time
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 29 October 2017 - 12:55 PM
Ok, this one is difficult
Why does zombju01.cre in vanilla game only inflict 1-2 dmg upon attack? It is equipped with b3-12.itm weapon, which is supposed to inflict 3d4 dmg and which works when assigned to another creature (tested it with skele2.cre, as a test, worked perfectly), so the item itself is not the reason. On the other hand when stripped of that item zombju01 inflicts the same 1-2 dmg, could it mean that the item is not considered equipped and is not taken into consideration in attack? If so, why?
Edited by Creepin, 29 October 2017 - 01:04 PM.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 29 October 2017 - 01:11 PM
If so, why?Don't honestly know... but the items category is zero... meaning it's Miscallious... not actual Weapon. There's several these things in the other zombies.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
Posted 29 October 2017 - 01:20 PM
Don't honestly know... but the items category is zero... meaning it's Miscallious... not actual Weapon. There's several these things in the other zombies.
Remember that skele2.cre that got its damage improved when assigning the same b3-6 item? Still, I took an additional quick test to check for that. Skele2.cre with b1-6 itm does 6-7 dmg, without it it does 1-2, so b1-6.itm works even though it's category is miscellaneous as well. Must be something else.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 29 October 2017 - 01:29 PM
Ok, it is definitely some issue with equipping. I gave to zombju01.cre vanilla sword +1 and spawned it. Then I Ctrl+Q it and ordered it to attack - it attacks to 1-2 dmg. Then I removed and immediately equipped back its sword in its inventory - it started doing 10-12 dmg right away. Looks like problem with proper equipping, but I have checked everything - number of the item is marked in "weapon 1" field, and "weapon slot selected" is set to 0. I'm attaching the creature here, it is made of vanilla parts so should run nicely on unmodded BG2. Perhaps someone could tell me what exactly is wrong with it.
Edited by Creepin, 29 October 2017 - 01:31 PM.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 29 October 2017 - 01:37 PM
Last field in the file, Weapon Ability Selected, needs to be 0, currently -1.
Posted 29 October 2017 - 02:19 PM
That. Damn. Worked. I'm kind of speechless here, thanks again for the precise answer
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 07 December 2017 - 10:21 PM
Is it possible to make an item with a certain property that would only be active when a certain kit equips that item (other than fubaring baldur.bcs for that end)? Let's say I want a weapon to give additional electricity damage if wielded by priest of Talos, or an armour that would provide +1 to dexterity if worn by a jester?
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 07 December 2017 - 11:19 PM
Is it possible to make an item with a certain property that would only be active when a certain kit equips that item (other than fubaring baldur.bcs for that end)? Let's say I want a weapon to give additional electricity damage if wielded by priest of Talos, or an armour that would provide +1 to dexterity if worn by a jester?Yep. Unfortunately this is EE-game exclusive, as unfortunately, the 177 etc opcodes can't do this in the non-EE games., with parameter 2 at 9.
Edited by The Imp, 07 December 2017 - 11:54 PM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
Posted 08 December 2017 - 01:16 AM
Hey Jarno
I noticed one can't pick kit.ids as a #177 parameter 2 in classic BG, so I was hoping there might be some less obvious alternatives.
I checked tobex modder reference and there's no mention anything like that is added.
Edited by Creepin, 08 December 2017 - 01:18 AM.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 11 December 2017 - 03:36 AM
Update: resource 2 (offset 0x0070) is an animation. No wonder animation ceased to play when I crammed resource 2 with my 2da name![]()
Update 2: the reference to 2da is stored within eff 127 as a hex integer from 0 to 9 even though 4 bytes allocated to this reference could fit in something more. Any attempt to write there anything else, from ascii to hex 0A or more, leads to a monsum01 (hex reference 00) being activated or at least that's what it looks like from testing. By now I tend to believe that monsum01 being active for me was not due to me overlooking reference to it somewhere in eff but rather due to it being built-in failsafe in case reference is out of 0 - 9 boundary. I also assume that there should be some 2da-like mapping where monsum01 = 0, monsum02 = 1 and so on. I was unable to find such 2da, so it might be hardcoded. If so, then how is it ever possible to use custom 2da unless map it within exe, and we need Erephine or Ascension64 for that
Still, I am attaching the test files I was working with (in zip
) in hope I've missed something obvious and it is in fact possible to attach custom 2da to opcode 127.
you don't have the 2da name in resource1.
0000h Signature EFF V2.0 0008h Signature copy 0010h Effect opcode 0000007f 0014h Target type 00000001 0018h Power 00000008 001ch Parameter 1 00000004 0020h Parameter 2 74736574 0024h Timing 00000001 0028h Duration 00000960 002ch Prob. high 0064 002eh Prob. low 0000 0030h Resource 1 0038h Dice count 00000000 003ch Dice sides 00000000 0040h Saving throw 00000000 0044h Save bonus 00000000 0048h Special 00000000 004ch School 00000000 0050h UNKNOWN 00000000 0054h Min. level 00000000 0058h Max. level 00000000 005ch Resistance 00000000 0060h Parameter 3 00000000 0064h Parameter 4 00000000 0068h UNKNOWN 00000000 006ch UNKNOWN 00000000 0070h Resource 2 spmonsum 0078h Resource 3
opcode 127 allows custom 2da (in EE).
Apparently parameter2 has some ascii chars in it, though
Edited by Avenger_teambg, 11 December 2017 - 03:37 AM.
Posted 14 December 2017 - 11:01 AM
Is there any reason why using paperdoll .bam with the picture cut into upper and lower halves would be better than using whole picture within 1 frame? I'm considering to move some paperdoll bam halves to 1st frame so I was wondering if there's any issue I might unwittingly cause by this? So far it looked ok in the tests.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 14 December 2017 - 12:22 PM
Is there any reason why using paperdoll .bam with the picture cut into upper and lower halves would be better than using whole picture within 1 frame?
One could be the files 256*256 pixel restriction.. Not that I am an expert, but... anyways. Having the option to put in 2 is surely better than not having it.
Edited by The Imp, 14 December 2017 - 12:23 PM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
Posted 14 December 2017 - 12:31 PM
One could be the files 256*256 pixel restriction..
That is not my issue as current paperdolls are 128x160 anyway. The question is what are the benefits of cutting that into two 128x80 pictures and stuffing result into two different frames. I don't see any but I want to check if I might miss some.
Edited by Creepin, 14 December 2017 - 12:31 PM.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 18 December 2017 - 11:09 AM
I've absolutely no idea why the plt's were split. Whether it was a limitation of the rendering engine or they used this for some layering feature... dunno.
Posted 18 December 2017 - 01:33 PM
I've absolutely no idea why the plt's were split. Whether it was a limitation of the rendering engine or they used this for some layering feature... dunno.
PLT's are not split actually, only BAMs are. It might indeed has something to do with rendering order, I know that because that rendering order bit me in the arse recently when I tried to use 1-frame weapon paperdolls However what was original intention behind the split, other than said biting, I don't know
Edited by Creepin, 18 December 2017 - 01:35 PM.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 11 January 2018 - 06:14 AM
I am trying to implement a ranged weapon that turns single physical attack into several, which should work in the following way: you make a single attack with it and the target had to withstand against several attacks, each one separately rolling against targets AC.
My ideas so far was:
- making a single attack with several #12 opcodes, but that would mean global hit/miss, same for each instance of the opcode, while I need honest check against targets AC for each of the resulting attacks
- summoning invisible creature(s) to perform multiple attacks, but that would mean original attacker not getting due XP and recognition for killing target.
With these ruled out, I'm stuck.
So, is there any way to multiply one physical attack into several? Or is there an opcode rolling against targets AC while using THAC0 of the parent item ability?
Edited by Creepin, 11 January 2018 - 06:18 AM.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 11 January 2018 - 06:26 AM
You could read the target's AC via splprot, temporarily set its save vs breath (since it's technically a dodge thing...) to the same value, then roll the saves instead of attacks.
I don't remember if it there was a trick to read myself when targeting someone else, however, so the attacker's thaco will be unaccounted for.
summoning invisible creature
When people will finally understand it's a no way to do things
Retired from modding.
Posted 11 January 2018 - 06:33 AM
You could read the target's AC via splprotLooks like this is EE exclusive, so of no use for me.
I'm open for new knowledge: is there any explanation available as to why and how to implement things that are normally implemented through invisible creature?When people will finally understand it's a no way to do thingssummoning invisible creature
Edited by Creepin, 11 January 2018 - 06:34 AM.
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 11 January 2018 - 06:41 AM
Right, I forgot you were a diehard luddite
Summons - there's usually no other way. It's just that they're too bad with timing to be considered a precise enough tool.
I'm sure I used save vs breath when it made sense to think of trap effects as physical attacks.
Retired from modding.