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Topic Summary

Posted by: Cremo from work
« on: May 28, 2011, 03:36:09 AM »

Thanks DevSin! I've actually found a way to solve my issue! :)
Posted by: devSin
« on: May 18, 2011, 11:06:23 AM »

Weapon styles and damage types are hardcoded. You won't be changing them after the fact.

For the proficiency, you might want to look at the WP* 2DAs (controls the "stars" bonuses). I believe you can set the damage, THAC0, and speed factor modifiers there (but speed factor is, for all intents and purposes, useless).

You'd normally want to stick to a number from 0 to 10 for speed factor. It can probably go higher (just like casting speed), and you can experiment with it if you wish, but I'm not sure how high or why you'd do so.
Posted by: cremo
« on: May 18, 2011, 10:25:31 AM »

Thanks for the reply. Yet, basically, you are telling me that there's no way to edit weapon styles, proficencies and correcting the problems with slashing/blunt damage than editing the exe of the game (it seems a bit drasticall since what I would like to do is just tweaking bonusses of weapon styles and proficiencies)? Can this be compatible with bgtutu?
Posted by: Kulyok
« on: May 18, 2011, 03:46:36 AM »

There's a TobEX program which allows to mess with the .exe... somewhat. Try http://www.shsforums.net/forum/606-tobex/ , but read the old posts beforehand.
Posted by: cremo
« on: May 18, 2011, 02:28:58 AM »


No one knows?
Posted by: cremo
« on: May 14, 2011, 04:51:37 PM »

I have been restarting to work on my project.. i would like to know if the bugginess of slashing/bunt damage   type (with the WORST one being used for different weapon resistances)can be corrected or it's hardcoded.

I also would like to know if the dual wielding weapon style thaco bonus could be messed with, even if, like I've heard, weapon styles are hardcoded (i would just like to give some damage bonus to two weapon styles and always leave a -2 malus on the main hand while dual wielding). same for weapon proficiency.. possible, for example, to make it so that *** gives you -1 spd with weapon and +2 damage (istead of the thac0 bonus)?

And one last thing: 0 is the lowest weapon speed.. yet what about the highest.. ten? or can be more?

Thanks in advance for your help ;)
Posted by: cremo
« on: October 17, 2010, 04:17:01 PM »

ok! thanks much!
Posted by: Taimon
« on: October 17, 2010, 02:55:17 PM »

Exactly, but the blunt/slash damage type is buggy for the resistance check.
Posted by: cremo
« on: October 17, 2010, 05:47:04 AM »

Both?  meaning that a double damage weapon would use the THAC0 of the better type of damage against AC (like, for example, blunt if against someone with plate armor) and AFTER that, it could deal a different damage type if it would be better to overcome damage resystance (like, for example, dealing slashing damage to the above enemy if it had damage resistance against blunt?).

Posted by: Taimon
« on: October 05, 2010, 04:06:08 PM »

Both, actually.
8 is only bugged for the resistance check.
Posted by: cremoatwork
« on: October 02, 2010, 04:29:37 PM »

Quote
Damage type
0 = None
1 = Piercing/Magic
2 = Blunt
3 = Slashing
4 = Ranged
5 = Fists
6 = Piercing/Blunt (more) (BG2)
7 = Piercing/Slashing (more) (BG2)
8 = Blunt/Slashing (less) (BG2)

According to the iespd my project would work since I don't plan to use blunt/slashing (which uses the worst damage instead of the best if i understand right the above chart)... yet i would like to know if it's based on resistance or AC the damagetyope chosen.. anyone can confirm?
Posted by: cremoatwork
« on: October 02, 2010, 03:25:12 PM »

fact is i would like to make use of them in order to make some weapons strategically interesting being them more versatile.

I would like to make a 2h sword that deals 2d6 slashing/piercing and a great axe that does 2d6 blunt/piercing in an armor system where piercing has malus against light armor, this way making great swords better to deal against them, while great axes better against heavy armor.

You are saying it's bugged tough?

Posted by: devSin
« on: October 02, 2010, 03:07:04 PM »

against a plate armor (that gives increased protection against slashing but not against bludgeoning) weapon A would be treated like a slashing weapon in relation to its chance to hit (only dealing blunt DMG if the sweapon hits as a slashing weapon with malus) while the game engine would consider weaponB as a bludgeoning weapon (due to that type of damage being the most favorable against plate armor) meaning that weapon B would have more chances to hit than weapon A.
Correct, although I believe the double damage types look only at resistance and not AC (they just pick the one least likely to be resisted, except the bugged one that chooses the type most likely to be resisted, and then proceed to the normal attack roll).

In vanilla items, the higher damage types were never used for player items (only certain creature weapons in ToB). Honestly, you're probably better off just disregarding those damage types.
Posted by: Echon
« on: October 02, 2010, 02:52:24 PM »

So let's say, for example, that weapon A deals 1d6s+1d6b DMG while weapon B deals 1d12 s/b  

against a plate armor (that gives increased protection against slashing but not against bludgeoning) weapon A would be treated like a slashing weapon in relation to its chance to hit (only dealing blunt DMG if the sweapon hits as a slashing weapon with malus) while the game engine would consider weaponB as a bludgeoning weapon (due to that type of damage being the most favorable against plate armor) meaning that weapon B would have more chances to hit than weapon A.

Yes.
Posted by: cremo-at-work
« on: October 02, 2010, 02:46:38 PM »

So let's say, for example, that weapon A deals 1d6s+1d6b DMG while weapon B deals 1d12 s/b  

against a plate armor (that gives increased protection against slashing but not against bludgeoning) weapon A would be treated like a slashing weapon in relation to its chance to hit (only dealing blunt DMG if the sweapon hits as a slashing weapon with malus) while the game engine would consider weaponB as a bludgeoning weapon (due to that type of damage being the most favorable against plate armor) meaning that weapon B would have more chances to hit than weapon A.