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Creepin's various WeiDU questions of varying silliness

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#101 Gwendolyne

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Posted 12 November 2018 - 03:27 PM

If you want to modify the save bonus value by +2, you can't use ALTER_SPELL_EFFECT function, rather code it the old school way:

 

FOR each effect, READ_LONG savebonus_offsett savebonus, then WRITE_LONG savebonus_offsett (savebonus +2).


Edited by Gwendolyne, 13 November 2018 - 12:04 AM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.

#102 Creepin

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Posted 12 November 2018 - 11:24 PM

I was afraid of that. Guess I'll have to learn that old trickery once again :rolleyes: Thank you Gwendolyne! :)


The Old Gold - v0.1 WIP (mod for BGT/BWP/BWS)


#103 Gwendolyne

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Posted 13 November 2018 - 12:05 AM

If you are not in a hurry and can wait till tomorrow, I wrote something like that for the first Ascension EE compatibility release, then provided a specific function to its modder to modify bhaalspawn abilities.

 

This evening, I could check it in my personal function library and modify a few settings to fit your needs. Just explain me exactly what you want to do. ;)


Edited by Gwendolyne, 13 November 2018 - 12:06 AM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.

#104 Creepin

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Posted 13 November 2018 - 12:15 AM

That's a generous offer I wouldn't miss for no hurry in the world :) I'll drop you details in PM shortly.


The Old Gold - v0.1 WIP (mod for BGT/BWP/BWS)


#105 Creepin

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Posted 24 November 2018 - 09:12 AM

I have an effect for which I chose sphlysmt.bam as its graphical representation. Upon testing I noticed weird thing: it plays only in about 60% of times when the effect is used. I'm sure the effect itself happens as the second bam launches each time. The way I understand either the bam is broken and shouldn't play at all or it's fine and will play each time, thus I'm baffled by this random faultiness of sphlysmt.bam and would welcome any ideas on how it's possible at all?


The Old Gold - v0.1 WIP (mod for BGT/BWP/BWS)


#106 Gwendolyne

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Posted 24 November 2018 - 10:30 AM

If you are playing 2 bam files (vvc I guess), why don't you use a VEF file playing the first vvc, then the second one?


Edited by Gwendolyne, 24 November 2018 - 10:30 AM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.

#107 Creepin

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Posted 24 November 2018 - 11:03 AM

One bam and one vvc/bam. I've just started testing visuals so haven't get to tidy them up yet.

 

Hmm, while we're at it, do I get it right that 1 tick of effect's delay (timing mode 3) equals one second and thus equals 30 ticks of vef's delay?


The Old Gold - v0.1 WIP (mod for BGT/BWP/BWS)


#108 Gwendolyne

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Posted 24 November 2018 - 03:10 PM

The best way using VEF ticks is to use the frames number as a basis (n), then set the second bam/vvc as tick n x 1,5. But you need to test it, sometimes it's a bit longer, sometimes a bit shorter. If you use op #215, I guess a delayed duration of 2 would be enough for sphlysmt.bam. However, as duration in seconds does not always fit the bam frames count, it may easily be a real mess when you want to play different visual effects one after another. Hence the utility of VEF files.


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.

#109 Creepin

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Posted 25 November 2018 - 01:10 AM

I'm more concerned about synchronising 215 containing vef with other effects that are actual core of the ability, but I guess that's just another case of synchronisation. BTW toying with vef is a fun, mainly clean, process, I'm thankful you mention it to me back in that NI thread :)

 

What I'm more curious by now is the behaviour of sphlysmt.bam: how comes it sometimes work, and sometimes doesn't?


The Old Gold - v0.1 WIP (mod for BGT/BWP/BWS)


#110 Creepin

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Posted 25 December 2018 - 06:47 AM

Is it generally considered by the community ok to use opcode 272? The way I understand it repeating effect is an additional burden for the engine to calculate. Or is this additional load so minuscule its negligible? Megamod-wise, what if 20 opcodes 272 from 20 different mods are running at the same time, still negligible?


The Old Gold - v0.1 WIP (mod for BGT/BWP/BWS)


#111 The Imp

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Posted 25 December 2018 - 09:51 AM

Is it generally considered by the community ok to use opcode 272? The way I understand it repeating effect is an additional burden for the engine to calculate. Or is this additional load so minuscule its negligible? Megamod-wise, what if 20 opcodes 272 from 20 different mods are running at the same time, still negligible?
This depends on which engine you run it in... in EE it's fine, in non EE it's not.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
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#112 Creepin

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Posted 25 December 2018 - 10:15 AM

Yes, classic engine.


The Old Gold - v0.1 WIP (mod for BGT/BWP/BWS)