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Fiann of the Silver Hand

Member Since 30 Mar 2015
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Posts I've Made

In Topic: Revamping party AI

18 June 2017 - 03:21 PM

Aiming for popularity is why Katy Perry is "successful".


In Topic: Revamping party AI

18 June 2017 - 02:22 PM

If you ask me, the Override level should always be left empty.

 

Long have I thought this, especially for temporary conditions applied by spells (or AREs, or quests, or anything).  Bioware didn't optimize script slots because they didnt have to, and now we have nearly 2 decades of mods dependent upon that inefficiency.  This is why no one bothers fixing plot holes, or introducing a better combat system, because someone's 10+ year-old mod might get broken.


In Topic: About fighting animations

14 June 2017 - 10:56 AM

Maybe this partially undoes what you've got so far, but since you like brainstorming

 

On death, a CRE's script does a few things:

1.  makes dead/orig CRE (C1) invisible/no corpse, but still drops loot including equipped items

2.  spawns a new CRE (C2) that is, in fact, the same CRE file

 2a.  C2 is forced to only used the downed/dead animation

 2b.  C2 can take X amount of damage before its script "kills" it again, this time chunk-style

 2c.  C2 is immune to most spells;  damage, resurrection, and create undead are exception categories

 

etc

 

There'd need to be a way to properly duplicate the dead CRE, then copy its scripts to the new CRE.  Slightly different mechanism for scripts depending on if the CRE is brought back to independent life, or as a controlled undead.

 

etc


In Topic: About fighting animations

12 June 2017 - 01:33 PM

Real attacks seems like just reinforcing that BG is a hybrid RTwP game, adding a drop of "realism" into a bucket of abstract representation.


In Topic: It's ALIVE!!! I learned to resurrect them - and other

05 June 2017 - 09:52 PM

Neat.

 

It's really too bad about the equipment getting dropped on death.  I guess that was Bioware's substitute for actually carrying a dead party NPC.