@Raduziel, try replacing cre names present in IWDPARTY.2DA and HOWPARTY.2DA with * (or even better, CRE file of your choice to make kit testing faster)
Thanks. I'll provide feedback as soon as I get home.
@Alonso the taggs <PRO_something are referring to your protagonist aka PC. If he is male then they are displayed as male in the game. If you use <MANWOMAN> etc without the PRO_ then the gender of the NPC talking will be referred to. It's all explained in the IESDP.
I was wondering what the "pro" part was about. Now I get it, it's short for PROtagonist!
Is there any way to improve the way a troll's death is handled by the game? I'm kind of tired of receiving three to four extra attacks when the creature should be down already.
2.
In PnP, Sanctuary allows a saving throw - the caster is only ignored if the creature fail this check (and only by those that fails). Is there any way to reproduce this behavior in the IE?
Is there any way to improve the way a troll's death is handled by the game? I'm kind of tired of receiving three to four extra attacks when the creature should be down already.
I'm working on it...
The problem is that opcode 232 that detects if the troll is low enough to fall over only refreshes every round or so, and because of that it can take up to 5-6 seconds depending on when the troll hit the hp threshold. The sad part is that the current troll mechanic is actually better than how it used to be. In vanilla BG trolls would fall over via script, which meant trolls could take even longer to fall if they kept taking hits too quickly. For some reason ‘current HP’ is not a stat in the STATS.IDS that can be used, or else this would be extremely easy to fix.
I’m tempted to remove the fall mechanic altogether and give all trolls 80% resistances to everything and 50% acid/fire weakness. You can kill them normally but it’ll take a lot of swinging.
Is there any way to improve the way a troll's death is handled by the game? I'm kind of tired of receiving three to four extra attacks when the creature should be down already.
The problem is that opcode 232 that detects if the troll is low enough to fall over only refreshes every round or so, and because of that it can take up to 5-6 seconds depending on when the troll hit the hp threshold. The sad part is that the current troll mechanic is actually better than how it used to be. In vanilla BG trolls would fall over via script, which meant trolls could take even longer to fall if they kept taking hits too quickly. For some reason ‘current HP’ is not a stat in the STATS.IDS that can be used, or else this would be extremely easy to fix.
I made one quite a while ago, which, given current updates to the engine could probably be improved to run on SPLPROT instead of projectiles (it also only updates two specific items, there are probably others by now). Current HP can be checked in SPLPROT as 'STAT' 0.
Is there any way to improve the way a troll's death is handled by the game? I'm kind of tired of receiving three to four extra attacks when the creature should be down already.
The problem is that opcode 232 that detects if the troll is low enough to fall over only refreshes every round or so, and because of that it can take up to 5-6 seconds depending on when the troll hit the hp threshold. The sad part is that the current troll mechanic is actually better than how it used to be. In vanilla BG trolls would fall over via script, which meant trolls could take even longer to fall if they kept taking hits too quickly. For some reason ‘current HP’ is not a stat in the STATS.IDS that can be used, or else this would be extremely easy to fix.
I made one quite a while ago, which, given current updates to the engine could probably be improved to run on SPLPROT instead of projectiles (it also only updates two specific items, there are probably others by now). Current HP can be checked in SPLPROT as 'STAT' 0.
@kjeron that page says that it works only with IWDEE and BG2EE.
The mod is just old and abandoned (from before v2.0). I'll look into updating it tomorrow when I have time.
It should mostly work in BGEE if you change the REQUIRE_PREDICATE from (GAME_IS ~bg2ee~) to (GAME_IS ~bgee bg2ee~). It won't catch everything, at least in SoD, as it added some undead wolves/dogs/something with a similar mechanic to trolls.
And I don't see how Opcode 193 would help as Sanctuary is not invisibility.
Can you please explain as I was five and had fallen from my crib too many times because mom was too busy making it out with Ricky on the couch and getting drunk to numb the emptiness of a non supported motherhood?
I've always thought it would be simpler to handle trolls by letting acid/fire damage at any point prevent their "death" cycle, not just when they're knocked down. There's no reason why fire/acid damage should not block the cycle if it's applied a few rounds early.
And I don't see how Opcode 193 would help as Sanctuary is not invisibility.
Can you please explain as I was five and had fallen from my crib too many times because mom was too busy making it out with Ricky on the couch and getting drunk to numb the emptiness of a non supported motherhood?
Opcode 193 lets you target creatures under Sanctuary with weapons or spells. So if you could apply an effect to nearby enemies such that a successful save caused them to be affected by opcode 193, then they would be able to target your sanctuaried character unlrss the failed a save. Voila: Sanctuary gets a saving throw.
Problem is, a successful save would also allow them to target invisible and hiding-in-shadows people. And there's no way to selectively block that. So the idea is a bust.
I've always thought it would be simpler to handle trolls by letting acid/fire damage at any point prevent their "death" cycle, not just when they're knocked down. There's no reason why fire/acid damage should not block the cycle if it's applied a few rounds early.
Someone should try coding that
(Though my version just deactivates regeneration and the death cycle for one round after the requisite sort of damage is dealt.)
Anyone know the difference between LeaveAreaLUAPanic and LeaveAreaLUA? Also, what in the nine hells does "LUA" stand for in this scenario?
As far as I can tell, the LeaveAreaLUAPanic action will momentarily stop a Panicked character, allowing an immediately subsequent LeaveAreaLUA action to take effect. Only appears necessary for panic from Morale Failure, not panic from op24.
The UA of LUA may be "Update Area", as in move the plaryer's view to the new area.
There's nothing for op318/324 to detect modals.
The level check against undead is hardcoded.
Script actions can activate/deactivate turn undead. As for op363 - the effect is only applied if the creature is already in said modal state, and then only triggers when they move to turn off the modal.
That's the usual way to remove a paladin jut Turn Undead ability.
Hmm... I'd like to avoid disabling the button. I want to use the button, in a way that's more flexible than the current hard-coded setup. I did this with bard songs once - made it so that fighting and casting would not interrupt the song, but it still used the same "bard song" button in the UI.
Being able to turn off the modal ability immediately is key, though. Instead of having the modal button stay "pressed down" while the ability is active, it needs to pop back up immediately.
While this is an inelegant way to do it, you could use an opcode that makes the character uncontrollable with a very brief duration. I tried it with opcode 247 (because very few creature are immune to it) - I had Power Word, Sleep just apply a single opcode 247 effect with timing = 0 and duration = 0, and I had a character cast Power Word, Sleep on someone else who was turning undead, and they stopped without anything bad happening (they didn't attack the nearest creature).
Comments
Thanks. I'll provide feedback as soon as I get home.
I noticed that the first one creates the same 233 effect but sets target to 0 (None) instead of 1 (Self).....
I see, so basically no difference....
Separately, how can I detect IMMUNE1.itm? It seems that always return false.... I suspect this is due to opcode #282.....
1.
Is there any way to improve the way a troll's death is handled by the game? I'm kind of tired of receiving three to four extra attacks when the creature should be down already.
2.
In PnP, Sanctuary allows a saving throw - the caster is only ignored if the creature fail this check (and only by those that fails). Is there any way to reproduce this behavior in the IE?
Thanks.
The problem is that opcode 232 that detects if the troll is low enough to fall over only refreshes every round or so, and because of that it can take up to 5-6 seconds depending on when the troll hit the hp threshold. The sad part is that the current troll mechanic is actually better than how it used to be. In vanilla BG trolls would fall over via script, which meant trolls could take even longer to fall if they kept taking hits too quickly. For some reason ‘current HP’ is not a stat in the STATS.IDS that can be used, or else this would be extremely easy to fix.
I’m tempted to remove the fall mechanic altogether and give all trolls 80% resistances to everything and 50% acid/fire weakness. You can kill them normally but it’ll take a lot of swinging.
Why is this not cataloged anywhere?
Because it is Infinite Engine.
https://forums.beamdog.com/discussion/comment/981867#Comment_981867
It's detected by Near Infinity as well (not that it helps know that unless you're already using it):
@kjeron that page says that it works only with IWDEE and BG2EE.
Is that true yet? What is the issue with BGEE?
Thanks!
It should mostly work in BGEE if you change the REQUIRE_PREDICATE from (GAME_IS ~bg2ee~) to (GAME_IS ~bgee bg2ee~). It won't catch everything, at least in SoD, as it added some undead wolves/dogs/something with a similar mechanic to trolls.
And I don't see how Opcode 193 would help as Sanctuary is not invisibility.
Can you please explain as I was five and had fallen from my crib too many times because mom was too busy making it out with Ricky on the couch and getting drunk to numb the emptiness of a non supported motherhood?
Thanks.
Too nuclear. But thanks
Someone should try coding that
(Though my version just deactivates regeneration and the death cycle for one round after the requisite sort of damage is dealt.)
The UA of LUA may be "Update Area", as in move the plaryer's view to the new area.
That's the usual way to remove a paladin jut Turn Undead ability.
The level check against undead is hardcoded.
Script actions can activate/deactivate turn undead. As for op363 - the effect is only applied if the creature is already in said modal state, and then only triggers when they move to turn off the modal.
While this is an inelegant way to do it, you could use an opcode that makes the character uncontrollable with a very brief duration. I tried it with opcode 247 (because very few creature are immune to it) - I had Power Word, Sleep just apply a single opcode 247 effect with timing = 0 and duration = 0, and I had a character cast Power Word, Sleep on someone else who was turning undead, and they stopped without anything bad happening (they didn't attack the nearest creature).