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General mod Questions thread

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  • kjeronkjeron Member Posts: 2,368
    ~ and " are not interchangeable within scripts/dialog actions/triggers. The IE doesn't recognize ~ as a string delimiter, only weidu does.
    \ and / are not interchangeable in regexp. forward slashes are themselves, backslashes are the escape character.
  • RaduzielRaduziel Member Posts: 4,714
    Thanks!

    Can I use Opcode 122 (Create Inventory Item) with a Timing = 0 Duration = X or that is one of those Opcodes that only works in a Permanent way?
  • kjeronkjeron Member Posts: 2,368
    Raduziel wrote: »
    Ok, here's something that I'm sketching and I would like some thoughts.
    The objective: Make Free Action respect Haste, Improved Haste and positive Movement Modifier
    Patch all op126 effects that are intended to increase Movement Speed to instead use op176.
    Patch all Spells/Items that grant Free Action:
    - remove all references to haste effects.
    - remove all op126 and op163 effects.
    - add op337 effects with p2 = 126, 154, & 157.
  • RaduzielRaduziel Member Posts: 4,714
    @kjeron Thanks!

    ---

    As we all know, there are weapons with two types of headers (melee/ranger)

    Is there a way to add an EQUIPPING effect to those items that only works when they are set as melee?

    Thanks!
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  • RaduzielRaduziel Member Posts: 4,714
    edited March 2019
    @subtledoctor Well, thanks.

    ---

    What is the biggest duration I can use in a spell before 1) something explodes and 2) things are converted from seconds to ticks?

    Thanks!
  • kjeronkjeron Member Posts: 2,368
    Raduziel wrote: »
    What is the biggest duration I can use in a spell before 1) something explodes and 2) things are converted from seconds to ticks?
    Set duration to "-1", set timing mode to 4096.
    (timing = 0, dispel_resist = 16 + dispel_resist_value)
  • RaduzielRaduziel Member Posts: 4,714
    kjeron wrote: »
    Raduziel wrote: »
    What is the biggest duration I can use in a spell before 1) something explodes and 2) things are converted from seconds to ticks?
    Set duration to "-1", set timing mode to 4096.
    (timing = 0, dispel_resist = 16 + dispel_resist_value)

    Thanks, but I'm actually looking for a number.

    I'm reproducing a spell from PnP (Easy March) that has a duration of 1 day/level. I want to make it scale to 3 days (21600 seconds), but don't want the value converted to ticks (that happened to me in IWD once and I went insane trying to understand what I did wrong).
  • kjeronkjeron Member Posts: 2,368
    4-5 years at least.
    IIRC, the tick conversion you had was due to the item creation opcodes broken mechanics - AFAIK other opcodes do not have such issues.
  • RaduzielRaduziel Member Posts: 4,714
    kjeron wrote: »
    4-5 years at least.
    IIRC, the tick conversion you had was due to the item creation opcodes broken mechanics - AFAIK other opcodes do not have such issues.

    Well, I think I'm safe with three days, then hahaha

    Thanks!
  • RaduzielRaduziel Member Posts: 4,714
    What BWFixpack actually do?
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  • RaduzielRaduziel Member Posts: 4,714
    Raduziel wrote: »
    What BWFixpack actually do?

    You don't want to know :lol: It ain't pretty

    Lol sounds like my wife when I was going to the OR with her for Aurora's birth.

    I want to understand if DoF needs it or not. And if alters the tpa/tp2, etc.

    I want to stress test DoF in EET.
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  • RaduzielRaduziel Member Posts: 4,714
    Thanks, doc. That clarifies a lot :)
  • RaduzielRaduziel Member Posts: 4,714
    Will I face any dread consequences if I patch all the spells to convert from Cold damage to Magical Cold damage (same for Fire/Magical Fire)?
  • The user and all related content has been deleted.
  • RaduzielRaduziel Member Posts: 4,714
    Raduziel wrote: »
    Will I face any dread consequences if I patch all the spells to convert from Cold damage to Magical Cold damage (same for Fire/Magical Fire)?

    If you want to attack something needlessly there's a windmill down the road that looks in need of a comeuppance... :lol:

    (Sorry. I explained my thoughts on this in the other thread.)

    No need to be sorry, I was in need of a good laugh and you provided me one.

    I've made things simpler by altering DoF instead of altering the world.
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  • [Deleted User][Deleted User] Posts: 0
    edited March 2019
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • kjeronkjeron Member Posts: 2,368
    edited March 2019
    Can equipping effects on items be level-dependent?
    Aside from a select few opcodes (damage, current/max hp, etc..) the dice fields are used for Min/Max HD/Level. Now for item effects it would always check average/innate character level.

    Those opcodes that do use the dice fields as dice can be run through opcode 177, which uses them for min/max hd/level.
  • RaduzielRaduziel Member Posts: 4,714
    kjeron wrote: »
    Can equipping effects on items be level-dependent?
    Aside from a select few opcodes (damage, current/max hp, etc..) the dice fields are used for Min/Max HD/Level. Now for item effects it would always check average/innate character level.

    Those opcodes that do use the dice fields as dice can be run through opcode 177, which uses them for min/max hd/level.

    Wait, that means that a healing spell can be patched to heal XdY HP instead of a flat amount of K HP?
  • kjeronkjeron Member Posts: 2,368
    Raduziel wrote: »
    Wait, that means that a healing spell can be patched to heal XdY HP instead of a flat amount of K HP?
    Well, yes. Mass Cure already does.
    Like damage, it's also affected by the target's luck, except that positive luck increases the die roll, negative luck reduces it.
  • RaduzielRaduziel Member Posts: 4,714
    kjeron wrote: »
    Raduziel wrote: »
    Wait, that means that a healing spell can be patched to heal XdY HP instead of a flat amount of K HP?
    Well, yes. Mass Cure already does.
    Like damage, it's also affected by the target's luck, except that positive luck increases the die roll, negative luck reduces it.

    PnP healing, here we go!
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  • RaduzielRaduziel Member Posts: 4,714
    edited March 2019
    Help.

    This:
    LPF ADD_SPELL_EFFECT   INT_VAR opcode =  12  target = 2 parameter2 = 0 + (64 << 16) dicenumber = 1 dicesize = 3 STR_VAR insert_point = 1 END
    

    Sets the damage as Mode 0, Magical.

    But this:
    LPF ADD_SPELL_EFFECT INT_VAR opcode =  12 target = 2 timing = 1 power = 5 parameter1 =   3 paratemer2 = 0 + (64 << 16)  resist_dispel = 1 dicenumber = 3 dicesize = 8 END
    

    Keeps returning the damage as Crushing.

    What am I doing wrong? I want the second damage to be Magic as well.

    Thanks.

    Edit: I've also tried this
    Or convert to hex:

    0 + [64 * (2^16)]

    That is from a post made by @kjeron at G3, but this one chokes Weidu.
    Post edited by Raduziel on
  • argent77argent77 Member Posts: 3,473
    There's a typo in your second code snippet: paratemer2 -> parameter2
  • RaduzielRaduziel Member Posts: 4,714
    @argent77 Thanks.

    ---

    A brand new error to me, though:
    [DeitiesOfFaerun/Lib/Spheres/IWDImport.tpa] LEXER ERROR at line 3357 column 1-121
    Near Text: ï
    	invalid character [ï]
     HINT: Don't use MS Word to edit your .tp2 files - use ConTEXT (http://www.context.cx instead).
    
  • RaduzielRaduziel Member Posts: 4,714
    edited March 2019
    I'm not using such character.

    Edit: Well, was able to get pass it by using an older file. Had to rewrite some stuff but at least it is installing now.

    This, however:
    0 + [64 * (2^16)]
    
    was chocking Weidu even without the typo.
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