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#514797 Font problem with Near Infinity

Posted by Rana on 10 May 2011 - 08:51 AM in IE Help

Oh my god, thank you for posting this. I've had this issue too and it's been driving me crazy.



#514589 Patching an ability to a series of items

Posted by Rana on 07 May 2011 - 01:06 AM in IE Help

Thanks for the snippet.  I guess this is where I have questions:


When you say, "SET miscast_percent = x" to what you like" - do you mean replace it with the name of the item ability, spell or effect I want to patch in?  For example:

COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~
  PATCH_IF (SOURCE_SIZE > 0x71) BEGIN
    READ_SHORT 0x1c "temp_type" ELSE 0
    PATCH_IF (temp_type > 199) BEGIN // armours
      PATCH_IF (temp_type = 201 || temp_type = 203 || temp_type = 204 || temp_type = 205 || temp_type = 206 || temp_type = 207) BEGIN // All non-special Chain Mail, Full Plate, Hide, Plate Mail and Scale Mail armors
        SET "rw#ecmbr.spl" // name of the spell ability I want to patch in
      END

rw#ecmbr.spl is the name of the spell ability I want to patch in.  In case the syntax I just posted isn't correct, how would I go about making it work?  For the record, the spell ability consists of 4 effects:

(142) Display Portrait Icon
(206) Protection from spell - rw#dfeet.spl
(206) Protection from spell - rw#dtmbl.spl
(206) Protection from spell - rw#ddanc.spl



#514556 Patching an ability to a series of items

Posted by Rana on 06 May 2011 - 03:07 PM in IE Help

Hey all.  I'm trying to patch a custom ability onto various armors, and I need your help.  

My goal is to patch this ability on to every (non-elven)Chain Mail, Splint Mail, Plate Mail and Full Plate item in the game.

If anyone could provide an easy to understand example of this, or somehow help walk me through the process, that would be great.  Thanks!

Edit:  Actually I may have found my own solution.  The macros folder in the item revisions mod has a lot of detailed information that I might be able to utilize.  If anyone still wants to post any suggestions though I'd more than appreciate it!

Edit2:  Argh, nope, I'm stumped and need help. :(



#514416 Moving an NPCs starting point

Posted by Rana on 04 May 2011 - 09:56 AM in IE Help

I tried swapping out Eldoth's info for Skie's in the section you mentioned and replacing the XY values with the ones I wanted Skie to appear at, but it didn't work. ><



#514388 Moving an NPCs starting point

Posted by Rana on 03 May 2011 - 05:09 PM in IE Help

The goal: To move Skie's starting location to same one Eldoth was given in the BG1 NPC project.

I've been staring at the script from the bg1npc setup tp2, but I can't make sense of it. Here's an excerpt of Eldoth's section:

/* Eldoth Starts in the Cloakwood Forest */
BEGIN @1072 /* Eldoth Starts in the Cloakwood Forest. */
SUBCOMPONENT @1073 /* The BG1 NPC Project: Eldoth's Starting Location. */
GROUP @1065 /* The BG1 NPC Project: Tweaks */
REQUIRE_PREDICATE (FILE_EXISTS_IN_GAME ~_sw1h01.itm~) @1095 /* Incompatible with BGT: please use the equivalent component in SwordCoastStrategems for BGT */
REQUIRE_FILE ~override/X#BG1NPCCore.G3~ @1004 /* BG1 NPC Required Changes component is not installed. */
PRINT @1074 /* Eldoth will start in the Cloakwood as in the original game. */

/* Eldoth Starts on the Coastal Way */
BEGIN @1075 /* Eldoth Starts on the Coast Way. */
SUBCOMPONENT @1073 /* The BG1 NPC Project: Eldoth's Starting Location. */
GROUP @1065 /* The BG1 NPC Project: Tweaks */
REQUIRE_PREDICATE (FILE_EXISTS_IN_GAME ~_sw1h01.itm~) @1095 /* Incompatible with BGT: please use the equivalent component in SwordCoastStrategems for BGT */
REQUIRE_FILE ~override/X#BG1NPCCore.G3~ @1004 /* BG1 NPC Required Changes component is not installed. */
COPY ~BG1NPC/Core/X#component.xx~ ~override/X#EldothMove.G3~

/*Patching _ELDOTH.bcs */
COPY_EXISTING ~_ELDOTH.bcs~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY
~!Global("X#SkieLeftEldoth","GLOBAL",1)~
~OR(2) !Global("X#SkieLeftEldoth","GLOBAL",1) !Global("EldothMove","GLOBAL",0)~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES

COPY_EXISTING ~baldur.gam~ ~override~
READ_LONG 0x30 non_joined_npcs_off
READ_LONG 0x34 non_joined_npcs_count
FOR (i = 0; i < non_joined_npcs_count; i+=1) BEGIN
SET cre_offset = non_joined_npcs_off + i * 0x160
READ_ASCII 0xc + cre_offset ~CREName~
PATCH_IF !(~%CREName%~ STRING_COMPARE_CASE ~_ELDOTH~) BEGIN
WRITE_ASCII cre_offset + 0x18 ~FW2800~ #8
WRITE_SHORT cre_offset + 0x20 1064
WRITE_SHORT cre_offset + 0x22 2086
END
END
BUT_ONLY_IF_IT_CHANGES
PRINT @1076 /* ~Remember to start a new game for Eldoth to start on the Coast Way near the Obelisk. */


If I wanted to use this script structure to apply to Skie, what values would I need to change? Or if anyone else has a suggestion on how I could achieve the desired effect, I'd really appreciate it. Thanks!