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[HELP WANTED] Coder for ingame script


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#1 @vGur

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Posted 15 February 2015 - 12:37 PM

Hello! I'm working on mod, that limits inventory usage closer to real life. It looks silly when You run in battle with couple of bodies & dozen of armors, halberds etc in your inventory without any penalties.

 

WHAT'S DONE: weight for bodies, limbs, some other items and armors adjusted, weight allowance chart adjusted to match D&D3+ with tweaking to count extra-strenght, overweight allowance (with halved movement speed) extented to 200%, like D&D says, ToBex used for this.

Every joinable NPC gets dozen of unmovable blank items that blocks most not-specialized slots in inventory. To unlock half of them You need to keep a bag in your off-hand, set dexterity -20%. Sack in off-hand unlocks all slots, but halves the dexterity. Paperdoll for sack added and works properly. To drop bag (or sack) You need to select it under equpment button.

 

WHAT'S NEEDED: The last thing remained is "droping" part. For now it's item header with few effects 122 that creates blank unmovable items (_@slot) in inventiory and last one creates new instance of sack, the old one is expired trough use. But that way blank items created only in empty slots, rest droped to the ground. All blank items need to be in inventory and actual items should fall to the ground. Some scripting needed for this, or whole concept would be wasted (   

Ideas?

Attached Images

  • gsack.jpg
  • isack.jpg

Edited by @vGur, 15 February 2015 - 12:49 PM.


#2 Miloch

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Posted 15 February 2015 - 07:33 PM

While I like the idea for realism, I wonder if this would be well received from a playability perspective.

 

As for the scripting help, I nominate GeN1e.


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#3 The Imp

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Posted 16 February 2015 - 07:16 AM

Ideas?
For convenience the player cheats a bag04 item and the whole concept is lost.
It's like you forgot the whole thing about the REALISM in the game is not the same thing as REALISM in real life, and the GUI doesn't give the option to backup_stuff_for_a_long_journey or equip_just_for_a_battle. Unless you regard the two separated portions of the inventory as just that.

Edited by The Imp, 16 February 2015 - 07:29 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#4 @vGur

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Posted 17 February 2015 - 02:37 PM

Ideas?
For convenience the player cheats a bag04 item and the whole concept is lost.
It's like you forgot the whole thing about the REALISM in the game is not the same thing as REALISM in real life, and the GUI doesn't give the option to backup_stuff_for_a_long_journey or equip_just_for_a_battle. Unless you regard the two separated portions of the inventory as just that.

Amount of slots can be changed for better balance, when whole mod will be working.

Bag04 is in middle of SoA, it's half of Trilogy without it, so idea of "some" realizm is worth the effort. Maeby I don't understand Your words, but I play w/o cheats as many other players do and bag04 is not a cheat for me, it's a realistic item for the magic world.

Still, there was no answer, is actions like (drop items from slot) or (give item w/o drop) exists in game or not?

p/s bad english, sorry



#5 The Imp

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Posted 17 February 2015 - 05:34 PM

Bag04 is in middle of SoA, it's half of Trilogy without it, so idea of "some" realizm is worth the effort.
That would be an arguable point, except that there's at least 3 mods that when installed add an item very similar than bag04 to the BG1 portion of the game, and there's about 10 or twenty other mods that help with inventory management, as in stacking items to same slot, and other bags of gems/ammo belts/potion cases/scroll cases, and then tweaks that allow to make all the bags bottomless.
In my opinion, the best one of them is actually the most "realistic", the W_PackMule mod. That adds a non party member mule that can be bought from a merchant, it will follow the party and when talked to allows storing items in multiple bags and if the mule gets lost or attacked, it can be summoned back.

I understand you English, so don't worry about it.
Still, there was no answer, is actions like (drop items from slot) or (give item w/o drop) exists in game or not?
I don't think there is, at least without errors, as the items can have a critical flag and that will make a whole lots of trouble being missing when the item has it for a reason.

By the way, looking the D&D and then the BG2 games, and it's rules, you have to realize that the game is not an actual D&D game, but a computer game that just simulates a d20 game. In a D&D game, the ultimate power to chance rules always falls to the dungeon master, or whatever it is called. Here the player is the partially the dungeon master, and you as a modder should be one of the campaign accessory rulebook writers.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#6 @vGur

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Posted 18 February 2015 - 09:02 AM

Well, Imp, You don't helping me, it's requst for help, not for chat.

I now about all that bottomless mods and DON'T use them. Mule is awesome, but my mod is about bags as in JA2 (modded) and 7.62 games.

*unsellable critical item* is already set with no result. Ingame script needed.



#7 GeN1e

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Posted 19 February 2015 - 04:16 AM

I'm not sure I understand exactly what functionality is desired. Correct me if I'm wrong:

 - You want two inventory modes, combat and travel

 - In travel mode the equipment slots are occupied by unmovable items, the backpack is free to be filled with dozen of armors

 - In combat mode the unmovable items are moved into backpack, if there's not enough space then armors drop to the ground

 - The problem is that armors remain where they were and instead it is unmovable items that drop

 

Unfortunately, I'm unaware of any way to fix the latter without destroying armors in the process (opcode 143).


Retired from modding.


#8 @vGur

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Posted 20 February 2015 - 03:08 AM

No-no-no. In vanilla we have 16 free slots in inventory (wearable slots and quick items NOT COUNTED and have no relation to my mod). I want to limit them to 4-6 or any other number, rest must be covered by unmovable blank items (_@slot.itm, looks like the original bottom bar, not like invetory slot or item). There are 2 bags for now, both occupies left hand (weared in shield slot) 1st gives 6 more slots and gives minor dexterity penalty, 2nd opens all slots, but halved dexterity(or slow movement speed, or both). There no need to put something *in* bag, natural inventory slots used. For now it works that way - _@bag1.itm (shield type, BA animation used with paperdoll added and blank animation on character), removes 6 _@slot.itms when equipped, creates _@bag12.itm (ubmovable, have penalty uttached) in shield slot, that can be removed on main screen when *drop the bag* choosed under equipment button (have 1 charge, so when used expires from left-hand) - creates 6 _@slot.itms in inventory, and new _@bag1 too.  2nd bag work the same but named _@bag2/_@bag22 and removes/creates 12 _@slot.itms.

 

Problem is - _@slot.itm fall to the ground if there no free slots. Effects for *drop the bag* should initiate some script, that gives _@slot.itms without chance of drop them, so another item dropped if needed.


Edited by @vGur, 20 February 2015 - 03:17 AM.


#9 GeN1e

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Posted 20 February 2015 - 05:05 PM

I see... but the problem is all the same, can't replace inventory items by slot without destroying whatever might have been there. You can use scripting to GiveItemCreate("_@slot",Myself,1,0,0), and if inventory is full then a existing item will be dropped. However, if the backpack is full, the game always drops items from the same slot, so even if you added one _@slot to full inventory, it will in turn be dropped by the next _@slot and so on. This cannot be fixed and requires new engine feature (or adjustment to existing ones).


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#10 Almateria

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Posted 21 February 2015 - 12:53 AM

That sounds like a whole lot of work for something purely detrimental to the player, hth.



#11 @vGur

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Posted 21 February 2015 - 06:12 AM

I've put a lot of time to make BG closer to my personal taste, as most people here. There is a fully playable beta of my *Fight with a shield on will as with off-hand weapon, with custom animation* somewhere in miscelaneous mods. As for inventory, I consider the vanilla behavior as a cheat. If there no ideas anymore, or actions in game that can drop NOT equipped items - OK, than I'm done with it. :(

P/s On this early developers' scetch of inventory screen You can see a slot for bag, as many others that wasn't made in release.  

inventory.jpg

 

p.p.s. To make slots accessible to _@slot.itm same amount of *drop item* opcodes can be added to header. Slot.ids set order for items to be dropped by 264 opcode, so 1st one would be armor, next belt etc. If slot.ids could be externalized, than it could be tweaked to drop from not_equipped slots first. Any .exe magician here?


Edited by @vGur, 21 February 2015 - 07:51 AM.


#12 Miloch

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Posted 11 March 2015 - 09:27 PM

If slot.ids could be externalized, than it could be tweaked to drop from not_equipped slots first. Any .exe magician here?

Short of the likes of Ascension64 and Erephine being gone for ages, probably not. But it's not a bad idea to externalize slots, maybe we could do it for EE at least.


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle