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-HOW TO DO STUFF IN WEIDU-

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  • TressetTresset Member, Moderator Posts: 7,926
    Eh... that may be a bit above me at the moment... Thanks for the suggestion though.

  • semiticgodsemiticgod Member Posts: 14,386
    It occurs to me that you can reverse all of the EE edits that prevented stuff from stacking by removing opcode 321, Remove Effects by Resource (and maybe opcode 318, which I believe is an EE-exclusive Protection from Spell opcode) from all spells and items.

    How would you erase all traces of opcode 321 in WeiDu?

  • [Deleted User][Deleted User] Posts: 0
    edited September 2017
    The user and all related content has been deleted.

    semiticgod
  • TressetTresset Member, Moderator Posts: 7,926
    How could I add lines to a .bcs file with weidu? I want to add an extra block of script to baldur.bcs to fix a bug. I have the text I want to add, but am not sure how to command weidu to put it in there.

  • [Deleted User][Deleted User] Posts: 0
    edited September 2017
    The user and all related content has been deleted.

  • GwendolyneGwendolyne Member Posts: 392
    edited September 2017
    Your code is OK if you want to add a brand new block. Otherwise, if you want to modify an existing block:
    COPY_EXISTING ~baldur.bcs~   ~override~
        DECOMPILE_BCS_TO_BAF
        REPLACE_TEXTUALLY ~old code~ ~new code~
        COMPILE_BAF_TO_BCS
    BUT_ONLY
    

    Raduziel
  • argent77argent77 Member Posts: 2,924
    DECOMPILE_BCS_TO_BAF has been superseded by DECOMPILE_AND_PATCH. It has the advantage that a compile error would leave no decompiled script file behind.

    The same sample code would look like this:
    COPY_EXISTING ~baldur.bcs~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~old code~ ~new code~ END BUT_ONLY

    Raduziel
  • TressetTresset Member, Moderator Posts: 7,926
    edited September 2017
    @subtledoctor Thanks! That was easier than I anticipated.

    @Gwendolyne Are you sure? According to the weidu documentation that I read you are supposed to use DECOMPILE_AND_PATCH instead of DECOMPILE_BCS_TO_BAF and COMPILE_BAF_TO_BCS, but what do I know?

    Edit: Ninja'd by argent77.

  • GwendolyneGwendolyne Member Posts: 392
    @Tresset and @Argent77 You are right. It is just a bad habit. I have been using it for so long that I always write it this way before remembering to replace it with DECOMPILE_AND_PATCH. :blush:

  • TressetTresset Member, Moderator Posts: 7,926
    edited September 2017
    Is there some mysterious magical trick to REPLACE_TEXTUALLY when it comes to editing .bcs files? I am copying the block I want to remove directly from NI but nothing ever gets overwritten...

    Edit: I am thinking that I am not using REGEXP syntax properly...

    Post edited by Tresset on
  • TressetTresset Member, Moderator Posts: 7,926
    edited September 2017
    Ok, here is what I have:

    COPY_EXISTING ~Meliss01.bcs~ ~override~
    ~Meliss02.bcs~ ~override~
    ~Meliss03.bcs~ ~override~
    DECOMPILE_AND_PATCH BEGIN
    REPLACE_TEXTUALLY ~IF
    See(NearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    !HPLT(Myself,20)
    !GlobalTimerNotExpired("UndeadTurn","LOCALS")
    Range(LastSeenBy(Myself),20)
    !HPGT(LastSeenBy(Myself),75)
    THEN
    RESPONSE #100
    SetGlobalTimer("UndeadTurn","LOCALS",ONE_ROUND)
    DisplayStringHead(Myself,73243) // Undead thing begone!
    CreateVisualEffectObject("SPDISPMA",NearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    ActionOverride(NearestEnemyOfType([GOODCUTOFF.UNDEAD]),Kill(Myself))
    END~ ~IF
    !Allegiance(NearestEnemyOfType([GOODCUTOFF.UNDEAD]),PC)
    See(NearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    !HPLT(Myself,20)
    !GlobalTimerNotExpired("UndeadTurn","LOCALS")
    Range(LastSeenBy(Myself),20)
    !HPGT(LastSeenBy(Myself),75)
    THEN
    RESPONSE #100
    SetGlobalTimer("UndeadTurn","LOCALS",ONE_ROUND)
    DisplayStringHead(Myself,73243) // Undead thing begone!
    CreateVisualEffectObject("SPDISPMA",NearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    ActionOverride(NearestEnemyOfType([GOODCUTOFF.UNDEAD]),Kill(Myself))
    END

    IF
    !Allegiance(SecondNearestEnemyOfType([GOODCUTOFF.UNDEAD]),PC)
    See(SecondNearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    !HPLT(Myself,20)
    !GlobalTimerNotExpired("UndeadTurn","LOCALS")
    Range(LastSeenBy(Myself),20)
    !HPGT(LastSeenBy(Myself),75)
    THEN
    RESPONSE #100
    SetGlobalTimer("UndeadTurn","LOCALS",ONE_ROUND)
    DisplayStringHead(Myself,73243) // Undead thing begone!
    CreateVisualEffectObject("SPDISPMA",SecondNearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    ActionOverride(SecondNearestEnemyOfType([GOODCUTOFF.UNDEAD]),Kill(Myself))
    END

    IF
    !Allegiance(ThirdNearestEnemyOfType([GOODCUTOFF.UNDEAD]),PC)
    See(ThirdNearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    !HPLT(Myself,20)
    !GlobalTimerNotExpired("UndeadTurn","LOCALS")
    Range(LastSeenBy(Myself),20)
    !HPGT(LastSeenBy(Myself),75)
    THEN
    RESPONSE #100
    SetGlobalTimer("UndeadTurn","LOCALS",ONE_ROUND)
    DisplayStringHead(Myself,73243) // Undead thing begone!
    CreateVisualEffectObject("SPDISPMA",ThirdNearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    ActionOverride(ThirdNearestEnemyOfType([GOODCUTOFF.UNDEAD]),Kill(Myself))
    END

    IF
    !Allegiance(FourthNearestEnemyOfType([GOODCUTOFF.UNDEAD]),PC)
    See(FourthNearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    !HPLT(Myself,20)
    !GlobalTimerNotExpired("UndeadTurn","LOCALS")
    Range(LastSeenBy(Myself),20)
    !HPGT(LastSeenBy(Myself),75)
    THEN
    RESPONSE #100
    SetGlobalTimer("UndeadTurn","LOCALS",ONE_ROUND)
    DisplayStringHead(Myself,73243) // Undead thing begone!
    CreateVisualEffectObject("SPDISPMA",FourthNearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    ActionOverride(FourthNearestEnemyOfType([GOODCUTOFF.UNDEAD]),Kill(Myself))
    END

    IF
    !Allegiance(FifthNearestEnemyOfType([GOODCUTOFF.UNDEAD]),PC)
    See(FifthNearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    !HPLT(Myself,20)
    !GlobalTimerNotExpired("UndeadTurn","LOCALS")
    Range(LastSeenBy(Myself),20)
    !HPGT(LastSeenBy(Myself),75)
    THEN
    RESPONSE #100
    SetGlobalTimer("UndeadTurn","LOCALS",ONE_ROUND)
    DisplayStringHead(Myself,73243) // Undead thing begone!
    CreateVisualEffectObject("SPDISPMA",FifthNearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    ActionOverride(FifthNearestEnemyOfType([GOODCUTOFF.UNDEAD]),Kill(Myself))
    END

    IF
    !Allegiance(SixthNearestEnemyOfType([GOODCUTOFF.UNDEAD]),PC)
    See(SixthNearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    !HPLT(Myself,20)
    !GlobalTimerNotExpired("UndeadTurn","LOCALS")
    Range(LastSeenBy(Myself),20)
    !HPGT(LastSeenBy(Myself),75)
    THEN
    RESPONSE #100
    SetGlobalTimer("UndeadTurn","LOCALS",ONE_ROUND)
    DisplayStringHead(Myself,73243) // Undead thing begone!
    CreateVisualEffectObject("SPDISPMA",SixthNearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    ActionOverride(SixthNearestEnemyOfType([GOODCUTOFF.UNDEAD]),Kill(Myself))
    END

    IF
    !Allegiance(SeventhNearestEnemyOfType([GOODCUTOFF.UNDEAD]),PC)
    See(SeventhNearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    !HPLT(Myself,20)
    !GlobalTimerNotExpired("UndeadTurn","LOCALS")
    Range(LastSeenBy(Myself),20)
    !HPGT(LastSeenBy(Myself),75)
    THEN
    RESPONSE #100
    SetGlobalTimer("UndeadTurn","LOCALS",ONE_ROUND)
    DisplayStringHead(Myself,73243) // Undead thing begone!
    CreateVisualEffectObject("SPDISPMA",SeventhNearestEnemyOfType([GOODCUTOFF.UNDEAD]))
    ActionOverride(SeventhNearestEnemyOfType([GOODCUTOFF.UNDEAD]),Kill(Myself))
    END~
    END
    BUT_ONLY

    I figure I need a whole ton of backslashes and things in this code, but I have no idea where to put them...

  • TressetTresset Member, Moderator Posts: 7,926
    @argent77 THANK YOU VERY MUCH!!! I doubt I would have ever figured out to do it that way. I will have to study that code carefully for future reference!

  • semiticgodsemiticgod Member Posts: 14,386
    Would it be possible to use a custom spell to assign a custom kit to the target? I can use Change AI Type to turn a critter into a ranger, but I don't know how to give it a kit, much less a non-vanilla kit.

  • kjeronkjeron Member Posts: 2,177

    Would it be possible to use a custom spell to assign a custom kit to the target? I can use Change AI Type to turn a critter into a ranger, but I don't know how to give it a kit, much less a non-vanilla kit.

    KIT.IDS is not available for opcode 72 (Change AI type).
    Only script actions work:
    • AddKit(KIT) // Remove existing kit CLAB features and apply new kits CLAB level by level.
    • AddSuperKit(KIT) // Retain existing kit CLAB features and apply new kits CLAB level by level.
    • ChangeStat(Myself,KIT,#,ADD/SET) // Retain existing kit CLAB features, does not apply new kits CLAB.

    semiticgod
  • [Deleted User][Deleted User] Posts: 0
    edited September 2017
    The user and all related content has been deleted.

  • RatatoskrRatatoskr Member Posts: 508
    This is more of a general coding question than a Weidu question. But does anyone know how to move an entire chain of journal entries into the Quest Done section from the active quest section? I don't want to leave the original journal entries dangling once my custom quest is finished.

  • AionZAionZ Member Posts: 3,157
    @Ratatoskr

    Journal entries can be a bit complicated. But if you add something like the below to the tp2, you can group several journal entry chains together (you need a translation file for this though):
    // JOURNAL ADD_JOURNAL TITLE (@10000) @10001 @10002 @10003 @10004 @10005 @10006 @10007 @10008 USING ~%MOD_FOLDER%/translations/english/setup.tra~ ADD_JOURNAL TITLE (@20000) @20001 @20002 USING ~%MOD_FOLDER%/translations/english/setup.tra~
    Check out my Drake and Aura NPC mods which make use of the journal. Also, there is an EraseJournalEntry() command.

  • RatatoskrRatatoskr Member Posts: 508

    @Ratatoskr

    Journal entries can be a bit complicated. But if you add something like the below to the tp2, you can group several journal entry chains together (you need a translation file for this though):
    // JOURNAL ADD_JOURNAL TITLE (@10000) @10001 @10002 @10003 @10004 @10005 @10006 @10007 @10008 USING ~%MOD_FOLDER%/translations/english/setup.tra~ ADD_JOURNAL TITLE (@20000) @20001 @20002 USING ~%MOD_FOLDER%/translations/english/setup.tra~
    Check out my Drake and Aura NPC mods which make use of the journal. Also, there is an EraseJournalEntry() command.

    Thanks. I was hoping for a nice simple 'move journal entry' command but I suppose that would be too easy :-)

    Sounds like I'll have to go the deleting entry route after all, though your code might help me add/delete a bunch at once. So thanks.

  • RatatoskrRatatoskr Member Posts: 508
    For a completely different question, does anyone know a command to change a character's thief skills after a certain piece of dialogue? I know the game changes the PC's stats from dialogue sometimes, but I can't recall a place where a companion gets changed instead to go look at the code.

    I want to have a conversation between Jan and a modded thief that causes a +5 increase to the mod thief's pickpocket skill. Can I just edit their character file somehow?

    Thanks in advance.

  • AionZAionZ Member Posts: 3,157
    @Ratatoskr

    Make a nameless spell that provides +5% Pick Pockets with the duration type set to 9 (permanent after death). Use ApplySpellRES(SpellRES,Target) in the dialog to cast the spell on the target.

  • RatatoskrRatatoskr Member Posts: 508
    @Artemius_I interesting. I would literally have never thought of that. I guess I'm learning how to make spells too ;-)

    Thankfully that's a ways down the coding process.

  • The user and all related content has been deleted.

    tbone1Grammarsalad
  • RatatoskrRatatoskr Member Posts: 508
    Thanks for the advice. I don't plan to make too many spells at the moment but it's always good to know how to do things properly. Once I get to that point, I'll have to see how many spells I actually need and then go from there.

    I did manage to code my first 2 interjections ever yesterday so there's progress being made.

  • semiticgodsemiticgod Member Posts: 14,386
    @subtledoctor: I just had an idea for a small mod and I think you know how to do it. I'd like to create a mod that makes plot-immune critters go to 1 HP whenever one of their ability scores goes below 1 or 2. The idea is to allow stat drain to trigger death dialogues like Abazigal's or Irenicus' without breaking a script somewhere--very convenient for Archers using STR drain, Haer'dalis using DEX drain, or mages using INT drain.

    I know that WeiDu can apply the relevant effect to any item with the minimum HP opcode, but I don't know how to rig an opcode to apply a nonmagical Harm effect on self when an ability score hits a certain value.

  • [Deleted User][Deleted User] Posts: 0
    edited January 2018
    The user and all related content has been deleted.

    semiticgod
  • RaduzielRaduziel Member Posts: 4,716
    Is there a way to alter the Turn Undead effects for a kit?

    As a stupid example: Make it capable of turn Undead and Myconids.

  • The user and all related content has been deleted.

    semiticgod
  • semiticgodsemiticgod Member Posts: 14,386
    Theoretically, you could create a spell that would turn myconids into undead, at which point any cleric's turn undead would work on them.

    Raduziel
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