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UndeadsRUs

Member Since 15 Mar 2004
Offline Last Active Aug 10 2024 02:16 PM

Posts I've Made

In Topic: BG1/TOTSC + BG2/TOB & their changes in relation to BGT

19 November 2008 - 10:20 AM

Another idea has popped into my head(this happens a lot when I'm trying to study for exams...).  I'm really not sure if this one is feasible or not, because I haven't scripted anything for the Infinity Engine for a long time.  

If it's possible for the engine to detect experience gains, it may be possible to set the experience gained from scrolls, traps, and locks to some arbitrary negative number.  For instance, -1 through -9 for level 1 through 9 scrolls, -10 for traps, and -11 for locks.  Supposing a script can detect when experience is gained, as well as the amount gained, it should be possible to detect these negative experience gains, and use that to trigger adding the correct amount of experience.  Prior to the transition, the exact negative amount would be refunded, giving a net gain of 0.  Following the transition, the amount for the action at the character level, plus the negative value, would be given.

Pseudo-code:
int Scroll01 = -1
int Scroll02 = -2
...
int Scroll09 = -9
int Trap = -10
int Lock = -11

If(Pre_Transition == 1)
   Do_Nothing
Else(*catch negative experience gains here*)
   If( (Negative_Amount =< -1) && (Negative_Amount => -9) )
	  AddExperience (Negative_Amount * -1001)
   ElseIf(Negative_Amount == -10)
	  AddExperience 10
	  AddExperience *amount based on character level for disarming trap here*
   ElseIf(Negative_Amount == -11)
	  AddExperience 11
	  AddExperience *amount based on character level for opening lock here*
   EndIf
EndIf

Again, no idea if this is even possible in the Infinity Engine, or what kind of overhead it might incur(though I doubt it would be an unmanageable amount).  If someone wants to check the feasibility of this, great.  If not, I should have time this weekend to play around with it a bit.

Now, back to studying.

In Topic: BG1/TOTSC + BG2/TOB & their changes in relation to BGT

18 November 2008 - 06:13 AM

Oh, I realise it's by no means perfect.  I use it because I know what class combinations I will be using that game in advance, and can usually estimate what level I will be when I transition.  Also, if I'm too far off, I can always just edit it mid-game.  

If this were to be widely used, however, some fairly heavy research might be needed to determine where to best place the switching point.  Even more complicated is trying to determine where to place it when multiple mods are involved.

In Topic: BG1/TOTSC + BG2/TOB & their changes in relation to BGT

17 November 2008 - 09:36 AM

I actually had an idea for a "fix" of sorts for the trap/unlocking experience issue.  I've done this on my game, and it seems to work fairly well.  

My solution was to simply set the experience gained from traps/unlocking to 0 for levels 1-10, and to the normal Baldur's Gate 2 values beyond that.  I chose level 10 as a rough estimate of what level I would be when I went to Baldur's Gate 2 with my mod setup.  If this were to implemented as a component of BGT Tweaks, I would suggest doing a poll of what level people are when they transition, and setting it to the median.  Or make it user-settable in the installer, if WeiDU can take integer variables in prompts(I really can't recall if it can or not).

In Topic: [Solved] Chanters in Candlekeep

30 December 2007 - 04:32 PM

Have you tried right clicking on the chanters to see if they play their sound then?