~ 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.
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.
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).
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.
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
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.
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?
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.
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.
[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).
Comments
\ and / are not interchangeable in regexp. forward slashes are themselves, backslashes are the escape character.
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?
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.
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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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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!
(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).
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!
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.
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.
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?
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!
This:
Sets the damage as Mode 0, Magical.
But this:
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
That is from a post made by @kjeron at G3, but this one chokes Weidu.
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A brand new error to me, though:
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: was chocking Weidu even without the typo.