BPSeries Party AI Goes WeiDu!
horredtheplague
Member, Developer Posts: 186
Now that I've got the scripts at least mostly smoothed away, I went ahead and tackled a WeiDu version for you all. This version adds dialog strings to your dialog.tlk file, so you'll have to have your TLK of choice placed in your BGEE/Data/00766 folder before installing. If you've used some of the other mods already, you'll have done this already and can skip it. The scripts will have proper descriptions in-game, instead of the sometimes-confusing BGEE receycled strings in the non-weidu version. This also adds entries to your SCRPDESC.2da file. What this does is allow you to see detailed entries for BPSeries scripts when you open the Customize-->Scripts GUI page.
So far, there's translations for French, German, Italian, and Russian. (For some reason the BPSeries text for Spanish in the old BPv181 file was in English *sigh*) More translations welcome!
If you see any weirdness or encounter any difficulties installing, let me know.
You can find the filepack over at Spellhold Studios, in the Big Picture forum, under the same name as this thread.
So far, there's translations for French, German, Italian, and Russian. (For some reason the BPSeries text for Spanish in the old BPv181 file was in English *sigh*) More translations welcome!
If you see any weirdness or encounter any difficulties installing, let me know.
You can find the filepack over at Spellhold Studios, in the Big Picture forum, under the same name as this thread.
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For those who have no clue what Detectable Stats does--it allows you to detect various spell states on yourself OR others, that you never could have detected before. It adds the info to both IDS files and to relevant spells and items. This in turn allows you to use the most intelligent/accurate choices in targetting blocks--so spells aren't a second-guess. Like this example from Spellstrike (which dispels many different types of buffs):
This covers just about anything a Spellstrike can dispel, so you cast wisely. Only 3 of the above choices are available in the vanilla game, even BG2:ToB (the least useful 3 for this spell).
Modders, feel free to use the DS package from inside this mod. I did have to make a couple changes to get it to work with BGEE, and this will give you a stable place to start at.
Latest BPSeries v.1010 package available on Spellhold Studios. Don't hesitate to grab this version as I'm through updating until I get some feedback/bug reports (I promise, this time!).
Thank u, amazing !
i have missing string @ every script
I'm looking for volunteers to assist with that (and other) translation(s), if you know of (or resemble) any such person.
Enjoy!
And Merry Christmas!
--Horred the Plague
Edit: It looks like these are high level spells and or items that allow the combination of multiple spells.
I looked at it with NI and noticed the version placed by BPSeries in override lacks the dropable, displayable, not copyable and magic flags. Setting them seems to fix the problem.
It's the sw1h47.itm.
The Katana +1 and +2 also lack the flags sw1h44.itm and sw1h55.itm.
Updated to v0.3030, to fix this problem (I tested files in editor, it seems to have done what was needed).
@Kazuga Thank you! Glad you're enjoying the work.
Will it only add scripts for my party or will the enemy AI changed as well ?
--Support for Monk Special Attacks Stunning Blow and Quivering Palm. I lowered the "threat level", requirements and gave an option that will allow these to be used against even a single opponent of 'sufficient' hit points (formerly only used in group encounters of 5 or more). Sufficient Hit Pts: Stun Blow: 26+, Quivering Palm: 41+
--No melee/ranged toggle or weapon switching support. This is mandatory as there's no scripting way to Equip [My Fists] nor to UnEquip[My Bow or Sword]--short of weapon self-destruction. You'll have to handle any weapon usage/switching on your own end, my regrets. Unless you'd like your own little "iron crisis", every time you need to clench your monk's fists? (My guess is "no")
--However, since this deficiency gave us an extra hotkey opening, I added a seperate toggle for both Stealth and Find Traps. Now you can do one, the other, or both (or none) at the same time as you choose. If the idea catches, maybe I'll squeeze it into a couple of the thief scripts for you (scripts where I can fit it in).
--A monk script exclusive: Near/Far Opponent Targetting Toggle. This is more a preference than a mandate; the monk will opt for attacking opponents close by, or ones far away, at a flip of the switch. This should allow you to have that "archer-hunter" e.g., which many people already use monks for due to their speed bonuses. Shouts from party members in need, or immediate attackers of the monk, still take targetting preference. But these could possibly be archers attacking them anyways?
Besides this, I'm doing another cleanup on the backstabbing code. Because of the bug with dialogs et. al. giving false combat readings from the engine, causing thieves to sometimes backstab innocent victims and other havoc--I included another check. If the backstabber doesn't Detect a NearestEnemy(), they will not backstab. I can already see a potential loophole or 3--such as when the fiend goes hostile after his rage speech, the thief backstabs the fiend's butler instead of the fiend--but let's see how it goes. Hopefully a step forward, in the least.
Should have something public within a few days, maybe sooner.
Please keep in mind that I'm trying to beat an engine bug here, my scripting without the bug is more than sufficient. We never saw a problem of this magnitude happening in years of BG2-only with these scripts. It happened, but very rarely. I've been hoping for several versions that it's been beat. Only surefire way is to not allowed any scripted backstabbing at all until the engine bugs are addressed.
EDIT: Just saw this was a prior-version bug. Let me know if the new version works better.
In v0.3040: Any ideas what string was missing? In general of course, not the exact string.
Also the new version seems to have solved that little backstab bug. Let's see the commoner, I was talking with perdue to give his sword back and after I was done -poof- imoen felt the commoner grabbed her ass and decided death was a good response. After a reload I kept imoen by the door so there wouldn't be a repeat. I then went to visit officer Vai and after the conversation with Vai.. Imoen thought vai grabbed her ass too and decided a knife in the back would be funny. So far it has not replicated itself with the 3040 version.
I did find a couple missing stings in the actual scripts though. Stunning Blow and Quivering Palm were still using their BG2 ref's, so I'll have them corrected in v 0.3041. It should be out this weekend, with a couple of translation updates as well (French and Spanish).
SPCL811, SPCL815 and SPCL820 exist in BGEE as well as BG2. BGEE has all the stock monk abilities, not just the player-cast "spells", in complete form. The BGEE additions boast a new Monk party member after all, so this is only logical. Whether the player will make a high enough level to use these additions in BGEE is arbitrary, but including them anyways won't hurt anything.
If the kits that are added add new specialty kit spells, adding them to the scripts is also a simple addition (depending on the complexity of the additions, and how it translates into IE scripting code).
But this did bring one thing to my attention, @Kunikos: I forgot to keep the warrior HLA's intact on the BG2 side. I'll get those in place with next update, as well as try to address these new BGEE kits.
EDIT: I just took a cursory look through all the added kit spells in update 2014. These should be quite possible to script out; at first glance I don't think any of them will require a new script to add. Just some work, on my end.
It also adds the HLA's back into BG2 for monks.
Last but not least, it added more Stealth/Find Traps toggle support to both games' scripts. Several hotkeys were switched around as a result. Details in (updated) read-me file and in-game (English only for now, others soon). Enjoy!