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aVENGER

Member Since 23 Dec 2002
Offline Last Active Feb 07 2012 01:34 PM

Topics I've Started

PnP Elementals

28 January 2012 - 10:15 PM

Finally found some time to work on this again. I haven't done any actual coding yet, but the design document is pretty much complete. Feel free to discuss the new/revised elemental traits and abilities here.

BTW, I can't upload the readme to SHS as the FTP server still seems to be down, so I'm attaching it here. Enjoy! :)

[Request] - externalize Poison and Disease effects

24 January 2012 - 07:37 AM

I'm not sure how feasible this would be but would it be possible to externalize poison and disease effects to EFF files in order to create more poison/disease varieties without resorting to sectypes? The modified opcodes could look like this (new content is in bold):

Poison

Quote

#25 (0x019) State: Poison [25]
Parameter #1: Damage Amount
Parameter #2: Type
Description:
Damages the target by the 'Damage Amount' value, in the style specified by the 'Type' field.

Known values for 'Type' are:
0 Inflict 1HP per second (only if 'Damage Amount' is non-zero)
1 Inflict 1HP per second (only if 'Damage Amount' is greater than 1)
2 Inflict 'Damage Amount' per second
3 Inflict 1HP every 'Damage Amount' seconds
4 Inflict Param 3 Damage every Param 1 seconds
20 Use EFF file

NB. The 'Damage Amount' parameter should be set a positive value.
If parameter 2 is set to 20 then parameter 1 becomes irrelevant and the EFF file specified in the resref field gets applied as a poison effect.


Disease

Quote

#78 (0x04E) State: Disease [78]
Parameter #1: Damage
Parameter #2: Type
Description:
Set the Damage parameter as the amount of damage, and the Disease Type parameter as how the disease functions.

Known values for 'Type' are:
0 1 HP per second
1 1 HP per second
2 'Damage' per Second
3 Cause 1HP every 'Damage' seconds
4 Strength Penalty
5 Dexterity Penalty
6 Constitution Penalty
7 Intelligence Penalty
8 Wisdom Penalty
9 Charisma Penalty
10 Slow Effect
20 Use EFF file

'Damage' can be positive (penalty) or negative (bonus).
Permanent timing modes require a duration for this effect to work.
If parameter 2 is set to 20 then parameter 1 becomes irrelevant and the EFF file specified in the resref field gets applied as a disease effect.

PnP Fey creatures [IMPLEMENTED]

15 October 2011 - 05:27 AM

Introduction

This component brings all fey creatures in the game closer to their PnP counterparts. As with all PnP style AI components, the main goal here is not to make the enemies tougher (though they may become a bit more challenging due to the upgraded AI and the new abilities). The primary focus is on restoring any missing abilities, removing any superfluous traits and enhancing the AI so that it can act in the manner described in the source books. For this purpose, the AD&D Monstrous Manual and the Monstrous Compendium were used as reference.


Relevant links


[RESOLVED] Disintegrate fix is bugged

08 October 2011 - 12:41 AM

As the title says, the Disintegrate Fix option currently causes the disintegrate opcode to ignore IDS targeting.

This is most evident with spells which use the disintegrate opcode to destroy illusionary targets. These spells end up disintegrating party members instead. For testing purposes, try this with an enemy who is using THIEF_DETECT_ILLUSION (SPIN805.SPL) against the party.

TobExCore.ini - default settings

30 June 2011 - 12:46 PM

ToBEx is a truly remarkable utility, however, some of its settings seem to overwhelm and confuse the more casual players. For example, while technically a fix, the corrected XP reporting appears to be stirring up a lot of attention as people seem to think that some mod is now giving them a 10% XP bonus. They'd probably classify that as an intrusive change.

Thanks to BWP and SCSII, TobEx is becoming fairly widespread nowadays. Therefore, I was thinking it might be nice to limit the default TobExCore.ini settings to pure fixes and non-intrusive tweaks while leaving the other setting off by default (other mods can still switch them on at need). Suggestions for the default settings:


Pure fixes:

Quote

[Action]
AddKit Actions Fix=1
EquipRanged Action Fix=1

[Debug]
Critical Error Message Box Fix=1

[Effect Opcodes]
Apply Effect Item Fix=1
Apply Effect Itemtype Fix=1
Attacks Per Round Mod Fix=1
Awaken Fix=1
Blindness Fix=1
Casting Level Mod Fix=1
Container Use EFF File Fix=1
Cure Drunk Fix=1
Disease Fix=1
Disintegrate Fix=1
Dispel Formula Fix=1
Forbid Item Type Fix=1
Invisible Fix=1
Poison Fix=1
Repeating Effect Fix=1

[Engine]
Cleric-Ranger HLA Fix=1
Targetting Dead Animations Fix=1

[Sound]
Animation Sound Fix=1
Existence Sound Fix=1

[Trigger]
Kit Trigger Fix=1

[Video]
IWD Animation Attack 3 Fix=1
VVC Alpha Rendering Crash Fix=1
VVC Shadow Animation Fix=1


Non-intrusive tweaks:

Quote

[Music]
Extended Songlist=1

[Trigger]
Optimise Bag Search Code=1

Thoughts?