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"Mazzy the paladin": A new MOD is born


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#61 Galactygon

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Posted 09 June 2004 - 01:36 PM

Targets immune to int modification are few ~ but if there are, the only thing what happens really is they pop up and disappear again for a fraction of a second. Decreasing the int value only serves as something that makes the imprisoned creature pop up and disappear less frequently. Even if they DO pop up, they are invisible, unselectable, etc. however they take up space for a fraction of a second, meaning that imprisoning someone in a narrow doorway might disable the passability for a fraction of a second when the creature pops up.

The second function of the maze effect repeated is to effectively disable the target altogether. Making the target invulnerable might get some weird text showing like <insert cre name here>: Spell Ineffective when that creature really shouldn't be anywhere.

About equipped item: there is an opcode that creates a magical weapon. I just set the target to "pre target", and that's basically it.

Seeing that you want to include this in the refinements, I say don't worry about it. When I'll release it, you can use it. Sounds fair? :)

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#62 T.G.Maestro

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Posted 09 June 2004 - 02:19 PM

Thanks for the answers.
About including it to Refinements: I'd like to test it first of course, but thanks! ;)
BTW, what about creatures who are immune to the Maze effect?
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#63 Galactygon

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Posted 09 June 2004 - 03:13 PM

There are no such creatures that are immune to maze effect but not imprisonment. And vice versa. I have seen creatures who are immune to both maze and imprisonment, though.

If there are creatures such as this (I haven't seen any of them so far), all you really need is the "Protection from Spell" opcode with the filename of the "maze" spell in the resource key rather than protection from opcode.

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#64 Sillara

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Posted 09 June 2004 - 03:25 PM

Please excuse my ignorance, but what does the imprisonment spell currently do that is different from this in effect? Or is this to keep imprisonment from breaking romances and from booting the party member?

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#65 NiGHTMARE

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Posted 09 June 2004 - 03:32 PM

For one thing, the current version of imprisonment is permanent, while this is only temporary.

#66 Galactygon

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Posted 09 June 2004 - 04:15 PM

Or is this to keep imprisonment from breaking romances and from booting the party member?

SofT

Yep. It also (very importantly) negates the cheese tactics of imprisoning someone then casting freedom for unlimited experience points.

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#67 the bigg

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Posted 09 June 2004 - 11:48 PM

About imprisonment ~ Never mind; your way is slightly different from mine. I have actually done the following:

1.) Made an item that is equiped when Impris. is cast. The item does the following:
  a.) Set the target's int to one, so maze lasts longer
  b.) Made an effect the remazes the target every second
  c.) Made the target invisible, unselectable, invulnerable so that when there are    pauses between the 2 maze effects, the target cannot be seen/hit
2.) Freedom frees the target from the maze and removes the item, effectively freeing the target from imprisonment altogether.

About MPrilla ~ Keep your sig., The Bigg. MPrilla is only a harmless, yet funny paranoid freak who is only looking for trouble. His threats are actually illegal in many countries, and may yield in him loosing both his Yahoo groups AND email access.

-Galactygon

My fix is: imprisonment effect --> cast the spell tb#impri on self
tb#impri = sets int to 25, maze

Then I edited INTMOD.2DA so that at 25 int maze lasts long enough tht you don't want to sleep it over.

if a cre has int >=25, either naturally or through effects, then I lower it so that it will become 24.

I've done it with a WeiDU install that looks all the effects of all tims and spls, so that I'll modify also the (modded) Improved Sahuagin and/or Tarasque weapons.

I also drop the "drop weapons in panic" effect, substituting it with a mere dispaly string: "I should have dropped my weapons in panic, but I'm using a new glue. Do you like it?". Installing follows the same rules as the impri fix. I do this for these two reasons:
- It's damn annoying losing an item, even if I can clua it back in.
- Consider what would happen if the next on list big baddie would lose his weapons...

I make the permanent blinding of Nature's Beauty become 8-hours since, for some strange reasons, on my PC it doesn't dispel correctly... and having to re-do Eclipse 20 times, waiting for when the blinding doesn't occur, is quite **££$$$$.

I may also do the same with Feeblemind... but you guys do need it for the Ritual ;)


About the sig, Mprilla came here because I foolishly posted the link at Plaguezone, I think. Anyway, I'll go changing the sig, taking away the exact name reference, EG "currently inactive ---+--+ basher". If this doesn't demonstrate sufficient, I'll go and remove it completely.

Edited by the bigg, 09 June 2004 - 11:51 PM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#68 the bigg

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Posted 10 June 2004 - 12:29 AM

hmm Well I love readin about all of this Mprilla stuff just as much as the next guy...
But I already go on Horred's forums when I feel the needto reread the idiotic stuff he says.

Would be nice keep a clean topic here and keep our minds on the mazzy paladin mod?

*Shurgs*
Im one of the few people probably who never used mazzy in ANY of my games. (Not even for a second) In fact I never had a halfling in any of my parties...

So knowing I never had Mazzy should I play a game with her in her "normal" way 1st or jump straight in with the paladin mod?

You can try MTP at the first run through, since you can easily choose to leave her as a warrior (enjoing all the bloodsheds you would like to before talking to the major). Beware though: some battles aren't really easy!

There aren't major role-playing differences ATM, since I am too worried about major bugs (and RL school exams are about to happen) to modify the banters.

About my impri fix: if a cre is immune to int modifying, then she will be mazed normally, for the usual 5 minutes. This means that you cannot imprison Yaga Shura and deal with him later.

PS: Gal, does your fix take into account that spwi910 is modified by Ascension? I haven't checked if you did modify it, but Gaider added a "setglobal" effect.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#69 Galactygon

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Posted 10 June 2004 - 08:31 AM

One flaw: What if, someone casts imprisonment on you? Do you get rid of your PC? If you can't, you are stuck in that area forever. Same applies if you cast it on the protagonist.

Your version has several other flaws there...

About ascension: I have ascension installed, so I built it on top of the ascension spell. If you don't have ascension installed, the variable change will be there but it will be non-functional.

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#70 the bigg

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Posted 10 June 2004 - 11:37 PM

@ Galactycon: yes, but it seems to me that also your version will froze the party if you cannot leave.

Anyway, I gather that your way of installing is of simply copy-ing your spwi910 in the override, while mine works with a WeiDU chirurgic(sp?) install, modifying also the items from the mods (Improved Sahuagin) and keeping all other changes done by an external mod.

Do you mind if we join forces and create a version with the benefits of both(= my tp2 and your actual way of fixing Imprisonment)?

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#71 Galactygon

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Posted 11 June 2004 - 08:26 AM

Sure. Contact me in PMs. :)

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#72 AnnabelleRose

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Posted 28 June 2004 - 09:15 AM

N00bish question from me again it seems. Is/will this be compatable with other mods such as Bp?

- The transitioned former modder once known as MTS.


#73 the bigg

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Posted 29 June 2004 - 12:27 AM

I don't have BP, so I can't check. Anyway BP says, if I remember correctly, that you shouldn't install anything after. And, given the rate of updates, I won't either ask Horred to update BP to include MtP (even if he would, we are on somewhat good-inclination terms after I led for some time the M P r i l l a bashing zone at his forums ;) )

I can investigate this, though.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.