@Raduziel Opcode 100 (Protection from creature type) prevents said creatures from targeting you (manually or through scripts). This includes yourself if you match it's parameters (which you do since you have it set to everyone).
You can get around this by changing the ability target to 7(Caster/No Animation), and the effect targets to 1(Self).
@Luke93 263 does nothing. 292 works the same. 303 removes the flanking requirement. (Does nothing for non-party members, as they lack the requirement to begin with). 340 only works with sneak attacks.
Really? But then why it's called Backstab hit effect?
Nevermind, it works for both, it's just the default value that is disabled without 3E enabled. It doesn't scale by "CRIPPSTR.2DA" without 3E enabled though, it just uses your character level.
Really? But then why it's called Backstab hit effect?
Nevermind, it works for both, it's just the default value that is disabled without 3E enabled. It doesn't scale by "CRIPPSTR.2DA" without 3E enabled though, it just uses your character level.
So, if I play with Sneak Attack ON and a certain weapon makes use of opcode 340, then I can land a crippling strike + the effect from the resource field of 340 on my target, right?
So, I noticed that Carbos and Shank don't use their Poison Weapon ability if SCS and RR are installed. Is this a consequence of the fact that SCS is not using the most recent version of Detectable Spells (unlike RR)?
So, if I play with Sneak Attack ON and a certain weapon makes use of opcode 340, then I can land a crippling strike + the effect from the resource field of 340 on my target, right?
No, the latest opcode 340 will replace the default, and any other opcode 340 effects that came before it. You would need to duplicate the effects of Crippling Strike in your own backstab spell if that's what you wanted.
opcode 206, 6s duration, as last effect of the ability
Can I use opcode 321 ( param2 = 0, duration = 1, timing = Instant/Limited, target = preset target, resource = EVAL ~%SOURCE_RES%~, insert_point = 0 ) as an alternative? I mean, I'd like to understand the difference between 206 and 321...
Can I use opcode 321 ( param2 = 0, duration = 1, timing = Instant/Limited, target = preset target, resource = EVAL ~%SOURCE_RES%~, insert_point = 0 ) as an alternative? I mean, I'd like to understand the difference between 206 and 321...
For that specific request: " (i.e., you cannot stun the same target if it's already been stunned by this ability and 1 round has not passed)", you would use opcode 206.
Opcode 206 prevents any further effects of the (resource) for (duration). It must be the last effect in a header, as it will block any effects following it. It has no affect on effects of the (resource) that are already on the creature.
Opcode 321 removes any previous effects of the (resource). It must be the first effect in a header, as it will remove any effects preceding it. It has no affect on instantaneous effects that leave no effect behind.
Suppose I wanna add opcode 9 to the header of a certain item ----> What is the correct way to write param1 and param2? Imagine I want Red:0, Green:120, Blue:10, Location: Armor (yellow): Skin Color, Cycle Speed: 20. I need to write those numbers in binary format?
This is intended. It's the perfect visual feedback to represent the poisoned status (it's also used by Dagger of Venom +2.....) I'd simply like to know how should I write param1 and param2 in my .tpa file.....
I am currently updating a very old mod and I found a piece of code that sounds a little weird:
COPY_EXISTING ~clck31.itm~ ~override~
PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files
WRITE_LONG 0x3E 0
WRITE_ASCII 0x3A ~ICLCK21~
END
BUT_ONLY
Can anybody explain me what the following line means?
WRITE_LONG 0x3E 0
I would have used the following code:
COPY_EXISTING ~clck31.itm~ ~override~
PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files
WRITE_ASCII 0x3A ~ICLCK21~ #8
END
BUT_ONLY
1) What's the flag Keen edge for? - IWD2 only, doubles critical threat range 2) How can I set/unset the bit related to EE: damage strength bonus using ALTER_ITEM_HEADER? - you can't AFAIK, you'll have to manually loop through them.
READ_LONG 0x64 ab_off ELSE ~-4~
READ_SHORT 0x68 ab_num ELSE 0
FOR (i = 0; i < ab_num; ++i) BEGIN
READ_BYTE (ab_off + 0x38 * i + 2) location ELSE 0
PATCH_IF location = 1 BEGIN // is weapon ability
// sort by item parameters as desired
READ_BYTE (ab_off + 0x38 * i) header_type
PATCH_IF header_type = 1 BEGIN // 1=melee, 2=ranged, 3=magical, 4=launcher
READ_BYTE (ab_off + 0x38 * i + 0x10) launcher
PATCH_IF launcher = 0 BEGIN // 0=melee/thrown, 1=bow, 2=xbox, 3=sling
// Either:
WRITE_BYTE (ab_off + 0x38 * i + 0x26) (THIS BOR BIT2) // set flag
WRITE_BYTE (ab_off + 0x38 * i + 0x26) (THIS BAND (255 - BIT2)) // unset flag
END
END
END
END
How to check the version (2.3 vs 2.5) for BG1EE, SoD and BG2EE? It's easy to do in lua but I don't know how to do it directly with Weidu.
The version number is hardcoded in the game executable, which is not easily accessible from the outside. The best you can do in WeiDU is to check for game-specific differences between v2.3 and v2.5 (such as new or updated files).
For example, BG2EE v2.5 added the files OHTEMPUS.2DA, BITS.IDS and WPROF.IDS. The new patch version also added a couple of new script action and trigger definitions to ACTION.IDS and TRIGGER.IDS respectively, which could also be used for a version check.
Comments
Opcode 100 (Protection from creature type) prevents said creatures from targeting you (manually or through scripts).
This includes yourself if you match it's parameters (which you do since you have it set to everyone).
You can get around this by changing the ability target to 7(Caster/No Animation), and the effect targets to 1(Self).
263 does nothing.
292 works the same.
303 removes the flanking requirement. (Does nothing for non-party members, as they lack the requirement to begin with).
340 only works with sneak attacks.
It doesn't scale by "CRIPPSTR.2DA" without 3E enabled though, it just uses your character level.
You would need to duplicate the effects of Crippling Strike in your own backstab spell if that's what you wanted.
I took it from "Kai" to ensure maximum damage during a short amount of time, but instead, it makes the creature hits deliver a damage equal to p1.
Opcode 250, p1 = 20, p2 = 0, Target = 2 (header is Creature)
Every strike during this effect delivers 20 points of damage. Creature max damage is 16.
Thanks!
Opcode 250 works just like the luck effect, but only affects weapon damage dealt (not attack roll or spell damage taken).
Thanks!
Opcode 206 prevents any further effects of the (resource) for (duration).
It must be the last effect in a header, as it will block any effects following it.
It has no affect on effects of the (resource) that are already on the creature.
Opcode 321 removes any previous effects of the (resource).
It must be the first effect in a header, as it will remove any effects preceding it.
It has no affect on instantaneous effects that leave no effect behind.
Edit: According to the site I use to build RGB colors, you would have a strong green result with 0/120/10.
If you want different colors in different places you can use more than one Opcode 9.
I'd simply like to know how should I write param1 and param2 in my .tpa file.....
WRITE_LONG 0x1E 0
At least then it would make some sense.
Or it is an attempt to ensure the string is null-terminated (although WeiDU does that automatically).
I have a couple of questions about headers:
1) What's the flag Keen edge for?
2) How can I set/unset the bit related to EE: damage strength bonus using ALTER_ITEM_HEADER?
I know the answer lies in Opcode 232, p1 = 0, but IDK what the p2 should be... what changes from p2 = 16 and p2 = 17?
Thanks!
17 = Died([ANYONE]) (within normal script detection range)
For example, BG2EE v2.5 added the files OHTEMPUS.2DA, BITS.IDS and WPROF.IDS. The new patch version also added a couple of new script action and trigger definitions to ACTION.IDS and TRIGGER.IDS respectively, which could also be used for a version check.