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#615362 [MOD] Shohy's Weapon Style Rebalance v0.4

Posted by shohy on 15 February 2024 - 06:10 PM in BG:EE Modding

Rebalance for Two-Handed Weapon Style, Sword and Shield Style, Single-Weapon Style and Two-Weapon Style, in order that all Weapon Styles are useful.
All ajustments take effect only in combat, not in peacetime.

One glitch: After a battle, the time to save the game may be delayed for a few seconds.

Download here

///////////Compatibility////////////

This MOD doesn't modify any of the original game data, it only temporarily adds additional adjustments in combat, so it is compatible with everything.

///////////Components///////////

①Rebalance for Weapon Styles

[Single-Weapon Style]
1 Slot: +2 to attack speed, one special attack in each round for tripping your enemy, grappling him temporarily or flipping him to the floor.
2 Slots: +4 to attack speed, one special attack in each round for tripping your enemy, grappling him or flipping him to the floor for a slightly longer duration, with 10% chance to disarm his weapons (only affects humanoids).
The tripping takes effect when the enemy's strength does not exceed the character's strength by more than 2 points. The enemy can also make a save vs. breath with a +4 bonus to avoid being tripped (-1 save penalty for every 5 levels of the attacker).
A hasted character can make two trip attacks in one round.
Some creatures (such as wraiths or slimes) can not be tripped.

[Two-Handed Weapon Style]
1 Slot: +1/2 attack per round.
2 Slots: +1 attack per round.
Strength modifier to your melee damage is increased by 50%.

[Two-Weapon Style]
-1/2 attack per round, unless 5 proficiency points are put into Two-Weapon Style (See the component 'More proficiency points can be spent to all Weapon Styles').
0 Slot: -2 to melee damage.
1 Slot: -2 to melee damage while +1 bonus to melee AC.
2 Slots: -1 to melee damage while +2 bonus to melee AC.
3 Slots: +2 bonus to melee AC.

[Sword and Shield Style]
With a shield that blocks the enemy's view, you can make a sudden strike with +2 bonus to attack rolls per round.
1 Slot: +1 bonus to melee AC, one additional shield bash on nearest enemy per round besides normal attacks, which can break down your enemy's defense (-2 penalty to AC) for a while and knock him back. The enemy can make a save vs. breath with a +4 bonus to avoid the shield bash (-1 save penalty for every 5 levels of the attacker).
2 Slots: +2 bonus to melee AC, one additional shield bash on nearest enemy per round besides normal attacks, which casues stunning damage of 1D4 + strength modifier and an extra stunning check.  The enemy can make a save vs. breath with a +4 bonus to avoid being stunned (-1 save penalty for every 5 levels of the attacker), but he'll still suffer a defense break and being knocked back.
A hasted character can cast sudden strike and shield bash twice in one round.

[Unarmed (Monks only)]
One special attack in each round for tripping your enemy. When the monk has something in his hand, his special attack works as a tripping of rank 1 Single-Weapon Style. While nothing in hand, it works as a tripping of rank 2 Single-Weapon Style.


②More proficiency points can be spent to all Weapon Styles

When each Weapon Style reaches rank 2, it automaticly decreases to rank 1 in exchange for +1 bonus to melee damage, melee AC, tohit and attack speed. There's no more decline when it reaches rank 2 again.
When Two-Weapon Style reaches rank 3, it decreases to rank 2. When it reaches rank 3 again (5 points invested totally), the penalty of -1/2 attack per round no longer exists.


③Detailed ajustments for different weapons

If you have an one-handed light weapon (dagger, short sword, wakizashi, etc., or with bare hands) in one hand with another hand unarmed, your dexterity modifier is added to THAC0 (the bonus is 1, 2, 3, 4, 5 when dexterity reaches 16, 17, 19, 21, 24); if the other hand is armed, there is no dexterity modifier, but +1 bonus to melee AC and off-hand THAC0.
If you're using a two-handed light weapon (spear, staff), you gets +1 bonus to melee AC and THAC0.

If you have an one-handed long-edged weapon (scimitar, long sword, bastar sword, katana, etc.) in one hand with another hand unarmed, you have 30% chance to exert a small AOE with slashing damage of 1D6 plus 50% of strength modifier. However, the direct damage of this attack is reduced by 3 points and minus 50% of strength modifier. If the other hand is also armed, the probability of exerting AOE is halved.
If you're using a two-handed long-edged weapon (two-handed sword in original game, two-handed katana and bastar sword provided by other MODs),  you have 60% chance to exert a larger AOE with slashing damage of 1D10 plus 50% of strength modifier (as the Component of 'Rebalance for Weapon Styles' raises the two-handed strength modifier to 150%, the modifier here is actually 75% of the original strength modifier). However, the direct damage of this attack is reduced by 5 points and minus 50% of strength modifier.
There is also an AOE with a two-handed halberds, but the probability is 30%.
For convenience, such AOEs won't hurt teammates.

If you have an one-handed bludgeon weapon (war hammer, mace, flail, morning star, etc.) in one hand with another hand unarmed, you have chance (grows with your strength, 0% at 10 str, 30% at 25 str, half for one-handed axe) to exert a mighty blow, which can break down your enemy's defense (-2 penalty to AC) for a while and knock him back (save vs. breath). If the other hand is also armed, the probability of mighty blow is halved.
If you're using a two-handed hammer (provided by other MODs), you have chance (grows with your strength, 0% at 10 str, 45% at 25 str, half for two-handed axe from Icewind Dale or other MODs) to exert a mighty blow, which can stun your enemy or even knock them down. The enemy who makes a save vs. breath only suffers a short penalty of -2 to AC and knocking back.

If you're using an one-handed weapon with tripping property (axe, war hammer, or one-handed halberd provided by other MODs), you obtain one special attack in each round that can hook your foe's weapon, aromr or limbs to drag him. The enemy loses his balance (-4 penalty to AC and THAC0) for a short while unless saves vs. breath.
If you're using an two-handed weapon with tripping property (halberd, or two-handed axe and war hammer provided by other MODs), you obtain one special attack in each round that can hook your foe's weapon, aromr or limbs to drag him down to the floor unless saves vs. breath, with 10% chance to disarm his weapons (only affects humanoids).
The dragging takes effect when the enemy's strength does not exceed the character's strength by more than 2 points.
A hasted character can make two dragging attacks in one round.

If you're using an two-handed spear, you get +2 to damage.

For the special attacks above that require save vs. breath, the enemy can make save with a +4 bonus, and with -1 save penalty for every 5 levels of the attacker.


④Similar benefits for enemies

Enemies can also gain some weapon effects against players, but they are not accurate:
Enemies of warrior classes that hold spears, staves or halberds are treated to be rank 2 in Two-Handed Weapon Style, for non-warrior classes they're treated to be rank 1.
Enemies of warrior classes that hold shields are treated to be rank 2 in Sword and Shield Style, for non-warrior classes they're treated to be rank 1.
Enemies of warrior classes without shields in hands obtain +1/2 attack per round.
Enemies with one-handed light weapons gain dexterity modifier on THAC0; Enemies with two-handed light weapons gain +1 bonus to melee AC and THAC0.
Enemies without shields in hands who equip long-edged weapons, bludgeon weapons, or weapons with tripping property, can also cast cleave, mighty blow and hook attacks. Such special attacks are switched to two-handed version whe their strengths are over 18.
Hostile monk gains a trip attack per round, which acts the same as trip attack of rank 2 Single-Weapon Style.


///////////Version History///////////

V 0.4
Added a little visual effect better than nothing for shield bash.
Fixed the problem that damage with Two-Handed Weapon Style was greater than expected.
Fixed the problem that tohit of sudden strike with Sword and Shield Style may be greater than expected.
The problem that the game could not be saved immediately after a battle was not solved, but the waiting time before saving the game is greatly reduced.

V 0.3
Fixed a serious problem that causes game crashing.
Fixed some detailed bugs.
Increased damage of cleave (50% of strength bonus).

V 0.2
Fixed some problems.
New components: 'Detailed ajustments for different weapons' and 'Similar benefits for enemies'

V 0.1
Components: 'Rebalance for Weapon Styles' and 'More proficiency points can be spent to all Weapon Styles'

 




#615361 [MOD] Bard Song Switching (Icewind Mode) V4.1

Posted by shohy on 15 February 2024 - 06:08 PM in BG:EE Modding

    V4.1    Kit descriptions of all bards will also be modified to show all of the adjustments (including instructions for the Chorus and Custom AI).
    The Custom AI and the Kit Adjustment are combined into one component.

    V4.0    No longer supports no-EE games.
    New component of The Chorus, with which a battle song can be enhanced by multiple bards performing at the same time. A leader of chorus should be designated first.
    According to the original settings of bards in EE games, Battle Songs do not work on deaf creatures (except The Song of Kaudies); and the bards are forced to be visible while singing.
    Tymora's Melody can be learned before The Song of Kaudies, the same as Icewind Dale.
    Changed the settings that Enhanced Bard Songs only work on 6 teammates, they work on all friendly creatures around now.
    For lingering Enhanced Songs, extra bounses for bards themselves alse last for 2 extra rounds now.
    A custom AI for bards in this MOD only.
    Better compatibility.

    V3.1    Better compatibility. All Bard HLA revisions of other MODs will remain only if this MOD is installed after all of them. And no more error messages will appear no matter how names of HLA tabs are altered by such MODs.




#614991 Diablo2 Kit Pack Series for Tob & EE v230326

Posted by shohy on 12 April 2023 - 11:49 PM in BG:EE Modding

Barbarian: On EET, I can't select the D2 Barbarian at character creation.  Barbarian is a Fighter kit, not a separate class entry like in vanilla.

Druid: Armageddon looks like a cheap special effect from a low budget movie.  Talk with OlvynChuru, author of OlvynSpells, about using or adapting his OlvynTweaks component which tweaks meteor swarm to have it shoot individual damaging meteors in an area.  I think that's the effect you intended, and it's closer to its source material.

Why are armageddon and hurricane not allowed to be cast simultaneously with the new overwriting the old?  It seems strange.

Arctic blast barely has any graphic.

For fire trail graphics, I recommend talking with OlvynChuru and using his wall of fire graphic.  Also note that the firestorm graphic looks like fire and may be a fair substitute.

Necromancer: Using revive on a blood golem killed the golem, resummoned the blood golem, and also made the revive.

Poison nova seems like it should shoot out green poison drop projectiles, more similar to frozen orb.

Sorcerer: The OlvynSpells wall of fire looks better.

Overall: I was largely disappointed with graphical reuse from the BG(EE) engine.  I know ripping every frame of animation from hundreds of abilities is a lot.  The default graphics that bugged me the most besides the things i mentioned above were the D2 Druid shapeshift forms, blizzard, glacial spike, nova & frost nova, and the vine spells and wisps (Oak Sage, Spirit of Barbs, and Heart of the Wolverine).  I know that some D2 graphics are already in place, and you used these to set such a high standard that the contrast felt awkward.

I'm still glad these kits are publicly released so I can use them.

Thankee!
I didn't test the Barbarian on EET, but it works well in BGEE and EE2. It is surely a Fighter kit.

The graphics in OlvynSpells are excellent, but it takes time for me to learn about them.

Armageddon and Hurricane have much greater durations than the original spells in Diablo II. If they're allowed to perform together in BG2, I think their durations should be shorten.

Revive will no longer work on allies in the next version.

I've thought about starting an Assassin with maximum Trap Setting skill, but that only works after game begins, not on character generation, so it may have limited sense.

I think the Hydra is powerful enough...it can easily exceed a total damage of 600, and works well outside of visual range. Besides, it can rapidly destroy Spell Turning and Spell Deflection of hostile mages.

Blaze makes damage for every second, leading on a enemy to run after you for 1 round will cause over 250 damage, it's a frighteningly amount for a level 4 spell.

Casting speed of some spells will be adjusted on considering their cooldown time in Diablo II as a reference.

I've written some scripts for those Kits to handle buffing and fighting with skills, but require more time for testing.

Thanks for your advice again!



#614895 Diablo2 Kit Pack Series for Tob & EE v230326

Posted by shohy on 26 March 2023 - 01:00 PM in BG:EE Modding

Does this mean that more than one of each D2 kit can be in a party together - at least on EE - and things work?  For example, can a party of 6 Paladins work together if they use different auras?

Thankee!
More than one Paladins and Barbarians are OK, but not for the remained 5 kits.
I've got your suggestions for Scripts, Hydra and Fire Blast, a patch will be built later for them.
 
The Assassin attains 2 points in Two Weapon Style only after game begins.
The Assassin doesn't have normal traps, setting traps is surely succeed no matter how many points on Trap Setting. 
Cyclone Armor can prevent self-stacking already.



#614892 Jamella's Diablo2 Item Store v2.0

Posted by shohy on 26 March 2023 - 05:39 AM in Miscellaneous Released Mods

A new version 14 years latter.

 

V2.0 Interact with Diablo2 Kits MOD, and all spell effects are exactly made the same to that MOD.
Players can make choice from some available locations for Jamella to appear, but she only appears once.
Jamella now opens a store for free trading, but your funds is limited.
Added dozens of items.
Optimizations by the new functions of enhanced edition.
All equipments have their original icons in Diablo2.
A lot of detail changes and balance adjustments.