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Topic Summary

Posted by: Dark Raven
« on: January 30, 2005, 12:12:03 AM »

Ahh I like these. You are very talented in making areas Bons.
Posted by: Bons
« on: January 22, 2005, 12:19:51 PM »

But, uh, how are you doing the worldmap addition? Surely you're gonna need an external area for that anyway?
The Sunite Temple is supposed to be within Athkatla proper, but keeping with other game locations like the Keep and the Temple Ruins means having an area for the external building when travelling there on the world map. It's feeling like a useless waste of file space unless I fill it with more content than 'walk across the cobblestone to the entrance,' and I'd kind of like to finish the mod someday. Adding travel regions, instead, looks like an attractive prospect in some of these cases.
Posted by: jester
« on: January 22, 2005, 08:59:31 AM »

Why not replace one of the Waukeen temples which noone needs anyway?
Posted by: SimDing0™
« on: January 22, 2005, 05:15:26 AM »

In the brave new world of interesting and cool, Ghreyfain's Sirine mod for Tutu also brings up the possibility of adding in travel triggers to the temple district with WeiDU.
Nobody pays attention to poor Quest Pack. :(

But, uh, how are you doing the worldmap addition? Surely you're gonna need an external area for that anyway?
Posted by: Bons
« on: January 22, 2005, 12:37:13 AM »

In the wee early days, I had a temple exterior edited into the temple district. This meant a larger download for very little payoff, so the next incarnation was editing an icon onto the worldmap. In the brave new world of interesting and cool, Ghreyfain's Sirine mod for Tutu also brings up the possibility of adding in travel triggers to the temple district with WeiDU.
Posted by: Murdane
« on: January 22, 2005, 12:21:04 AM »

It's gorgeous, and it will be wonderful to finally see a temple of Sune in a game. :D

Out of curiousity, where on the map will the temple be located?
Posted by: BigRob
« on: January 18, 2005, 10:01:37 PM »

Beautiful work Bons, Sune's temple will be spectacular with you mortaring it together. :)
Posted by: Bons
« on: January 18, 2005, 09:15:30 PM »

I've referred to the temple as 'The Garden of Lady Firehair' when I was less lazy about typing stuff because of the plant-life included. It's more like a cultured garden, whereas the dungeon is slimy and overgrown. I say that because I don't think I talked much about the dungeon outside of IRC beyond, "Oh, yeah, there will be a dungeon." It's more likely old talk about the temple triggered your memory. :)
Posted by: Meira
« on: January 18, 2005, 03:33:58 PM »

Still love Sune's face on the floor tiles.

Am I delusional or was there talk about a garden fairly long time ago?

EDIT: Saw the plant maze thing.  :P
Posted by: icelus
« on: January 18, 2005, 02:47:49 PM »

Meanwhile, we have the kitchen, where the chef may be in dire need for someone to find the ingredients for one of his aphrodesiacal specialties.

I suggest onions.

Awesome screenshots, btw.  Definitely a welcome addition.  :)
Posted by: Bons
« on: January 17, 2005, 11:45:09 PM »

Thanks, Ghreyfain!

I'm stoked enough, I forsook an hour's sleep in favor of doing animations and screenshots for the temple's second floor.

Picture one: Now we're upstairs, and this is where the Sunites would have one of their love feasts. It remains to be seen whether the PC gets invited, or gets to throw one. Meanwhile, we have the kitchen, where the chef may be in dire need for someone to find the ingredients for one of his aphrodesiacal specialties.

(http://bons.50megs.com/sunetemple1-19a.jpg)

Picture two: Here you see where I have pilfered shrubbery from Durlag's Tower and beds from the Order of the Most Radiant Heart. Snazzy red comforters for everyone, I say!

(http://bons.50megs.com/sunetemple1-19b.jpg)

Picture three: Lastly, le boudoir. I'm thinking pillows, and more pillows to cover up the bare areas of the floor, plus investigating techniques where light gleams off the floor. Oh, and I need to add more knick-knacks, and do some wall covering by the bed. This is the most unfinished section.

(http://bons.50megs.com/sunetemple1-19c.jpg)

Posted by: Ghreyfain
« on: January 17, 2005, 10:49:59 PM »

I just copied and pasted, actually. ;)

And to be honest, I had no clue what the BAND stuff did until just now, when I had to look it up.  Heheh.
Posted by: icelus
« on: January 17, 2005, 09:58:40 PM »

Showoff.
Posted by: Ghreyfain
« on: January 17, 2005, 09:38:38 PM »

As an example of what you'd want just for the minimum needed to set a bastard sword to be usable by single-class clerics, here's the code:

BEGIN ~Les weapons pour le Cleric of Sune, oui?~

PRINT ~Patching all bastard swords, this may take a minute or two.~
COPY_EXISTING_REGEXP GLOB ~.*\.itm~ ~override~

READ_BYTE "0x1e" "usab1"
READ_BYTE "0x1f" "usab2"
READ_BYTE "0x31" "weapprof"
SET "patchdone" = "0"

//bastard swords
WHILE ((("%patchdone%"="0") AND (("%usab2%" BAND "0b00001000") = "0b00000000")) AND ("%weapprof%" = "0x59"))
 BEGIN
  WRITE_BYTE "0x1e" ("%usab1%" BAND "0b01111111")
  SET "patchdone" = "1"
 END

BUT_ONLY_IF_IT_CHANGES

Pretty sure, anyways.  Testing it out will reveal much.

Edit: Hmm, and I realised that this could probably just be done with a PATCH_IF, but eh.
Posted by: Ghreyfain
« on: January 17, 2005, 09:10:29 PM »

Yeah, I only just figured out WHILE loops a week or so ago, too.  2005 has been a long WHILE coming, let me tell you. :)

Okay, so these bits are from the Sensible Weapon Restrictions for Mods component that the bigg made, so I can't lay any claim to them.

BEGIN ~Sensible weapon restrictions for MODS~

PRINT ~Patching all weapon files, this may take a minute or two.~
COPY_EXISTING_REGEXP GLOB ~.*\.itm~ ~override~         This is copying all the item files.
READ_SHORT "0x1c" "type"
READ_BYTE "0x1e" "usab1"
READ_BYTE "0x1f" "usab2"
READ_BYTE "0x20" "usab3"           // All of these READ_BYTEs are setting up variables, so we can check their values.
READ_BYTE "0x21" "usab4"
READ_BYTE "0x26" "stre"
READ_BYTE "0x29" "ukit1"
READ_BYTE "0x2b" "ukit2"
READ_BYTE "0x2d" "ukit3"
READ_BYTE "0x2f" "ukit4"
READ_BYTE "0x31" "weapprof"
READ_BYTE "0x2c" "dex"
SET "patchdone" = "0"
//bastard swords
WHILE ((("%patchdone%"="0") AND (("%usab2%" BAND "0b00001000") = "0b00000000")) AND ("%weapprof%" = "0x59")) BEGIN
//  usable by fighter (so no tricky weapon like SOTM) AND is a bastard sword            usability 2 is the byte where the restriction for the fighter class is.  The 5th bit.  Check out the BAND, BOR, BXOR stuff in the WeiDU readme.  Basically, though, if the fifth bit is check (i.e. fighters can't use the weapon), it's a special weapon like the staff of the magi, or carsomyr.  Don't think a Cleric of Sune could use those, either. :)  The weapprof bit is checking what value that's set to.  89d or 59h is bastard sword, meaning we apply our custom restrictions for the bastard sword.
  WRITE_BYTE "0x1e" ("%usab1%" BAND "0b00111111") //alignment restrictions are left because they make sense roleplay-wise The first bit in this byte is the one to regulate cleric restriction.  You'll want to set it to 0 to allow clerics to use it.
  WRITE_BYTE "0x1f" ("%usab2%" BAND "0b00000000")
  WRITE_BYTE "0x20" ("%usab3%" BAND "0b10000000") // The rest of this jazz, honestly, isn't really needed if you just want to make weapons usable by the Cleric of Sune.
  WRITE_BYTE "0x21" ("%usab4%" BAND "0b10011111") //as do racial limitations
  WRITE_BYTE "0x29" ("%ukit1%" BAND "0b00000000")
  WRITE_BYTE "0x2b" ("%ukit2%" BAND "0b00000010") // beast master
  WRITE_BYTE "0x2d" ("%ukit3%" BAND "0b00000000")
  WRITE_BYTE "0x2f" ("%ukit4%" BAND "0b00000000")
  WRITE_BYTE "0x26" "13"   //str & dex
  WRITE_BYTE "0x2c" "8"
  SET "patchdone" = "1" Oh, except this bit.  You'll want to keep this.
END