Aiming for popularity is why Katy Perry is "successful".
Fiann of the Silver Hand
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In Topic: Revamping party AI
18 June 2017 - 03:21 PM
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.
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