Author Topic: need help editing sol auto buff scripts- cant get improved alarc to work  (Read 3922 times)

kilolima

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Hello,

I wanted to add a few other spells and remove the multiple castings of wiz lvl 1 shield spell (not so good for sorcerers) from the ww-buff1.bs script, but after I recompile it in /path/script compiler I get an error file that says:

Action:ForceSpellRES Not found.  Check for proper brackets. Line Number:126

and if I run the game with the edited script the buffs do not happen near-instantly like before... I guess that "ForceSpellRES" is a custom spell that Wes made to simulate improved alaricity?  Any ideas on how I can compile my scripts to use it as well?

In the script source files it is referenced by:

Code: [Select]
THEN
  RESPONSE #100
    ForceSpellRES("WESALAC",Myself)  // ~Auto-Buff~
    Continue()

Also, this would be good to figure out for the Semi Multi-Mod which allows mages to learn priest spells by adding them to the wizard spell list in exchange for a DEX and CON penalty:

 http://forums.spellholdstudios.net/lofiversion/index.php/f158.html

Thanks

kilolima

« Last Edit: June 27, 2005, 02:00:52 PM by Bons »

Offline the bigg

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Instead of using BioWare's crappy compiler, use NI or WeiDU to compile scripts. If you do not know how to, do the following:
Open up a dos prompt, then type the following commands:

cd "c:\program files\black isle\bgii - soa" (or whatever is your bg2 folder called)
cd solarom
copy ww-buf*.baf ..\
cd ..
notepad ww-buff.baf
{edit the script}
notepad ww-buff1.baf
{edit the script}
copy setup-solaufein.exe weidu.exe (do not overwrite if asked)
weidu *.baf
copy /y ww-buff.bcs scripts\ww-buff.bs
copy /y ww-buff1.bcs scripts\ww-buff1.bs
welcome into da moddarz  :)
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
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If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

kilolima

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thanks, the_bigg, for your helpful reply!

The weidu engine works fine and I can re-compile the scripts with no problem.

I think I'm going to ditch the semi-multi-mod, though, a sorcerer-cleric is a little over-powered, and I can't figure out how to reference the new wizard cleric spells (they are listed in SK and infin as wizard spells and are in the override folder) in the spell.ids file in /script compiler.  Browsing the spell files in Near Infin, there doesn't seem to be a spell ID number that corresponds to the list in spell.ids, otherwise, I imagine I could just append the new spell id and name to the end of the file, and then alter the buff script to match.  Any ideas?

thanks,

kilolima


Offline the bigg

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thanks, the_bigg, for your helpful reply!

The weidu engine works fine and I can re-compile the scripts with no problem.

I think I'm going to ditch the semi-multi-mod, though, a sorcerer-cleric is a little over-powered, and I can't figure out how to reference the new wizard cleric spells (they are listed in SK and infin as wizard spells and are in the override folder) in the spell.ids file in /script compiler.  Browsing the spell files in Near Infin, there doesn't seem to be a spell ID number that corresponds to the list in spell.ids, otherwise, I imagine I could just append the new spell id and name to the end of the file, and then alter the buff script to match.  Any ideas?

thanks,

kilolima



They aren't listed as SPWIxxx or similars for compatibility, and as such you need the RES variants, which take as an argument the file name for the spell instead of the number from spell.ids.

HaveSpellRES("myspell")
SpellRES("myspell",Myself)  {similarly for ForceSpell etc.}

Note that SpellRES asks before for the spell and after for the object, while Spell does the contrary: Spell(Myself,CLERIC_HEAL) vs. SpellRES("sppr6??",Myself)
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

kilolima_notsignedin

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Thanks again, the_bigg.

I've come across what looks like a bug in Wes' scripts.  While using the solo auto-buff script, occasionaly, my character will lose the ability to attack from a distance, and if wielding a ranged weapon, will move right up to its target to attack.  Same with spells.

A quicksave/load, sleep, and quit/restart seem to resolve the bug, but I'm not sure in what order or how.

Anybody else experience this?

cheers

kilolima.

PS and if I can attach an attchment somwhere, I can post my edited solo auto scrip that takes advantage of the
Semi Multi-Mod and priest spells.

Offline weimer

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I don't think that's a bug with the script.

Has you character, perchance, been blinded? Try selecting that character alone and moving into an unexplored area. If the "fog of war" isn't really cleared, that character can't see. Sometimes there's also a portrait icon to let you know. Nature's Beauty and the Eclipse guys can blind you and this often confuses players.

kilolima_notsignedin

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Hi Wes, thanks for the reply.

No, my characters have never been blinded.   I have not met eclipse or high-level druids with nature's beauty.  It happens on my non pc sorcerer, quite often.  Once right in the middle of combat, othertimes when I am not aware.

I believe it is the solo-auto buff script because I have never experienced it before with other characters or with other scripts.

My sorcerer also has wielded that +5 dart of remove magic from the under represented items mod.. could it be some sort of bug with this item?  Is that even possible?  I'll play with that next time it happens.

Cheers,

kilolima

Offline weimer

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Quote
No, my characters have never been blinded.
...
My sorcerer also has wielded that +5 dart of remove magic from the under represented items mod.. could it be some sort of bug with this item?  Is that even possible?  I'll play with that next time it happens.

Let me quote the description of that dart ("Delnar's Eye Gouger") to you:

Quote
Delnar was a timid mage who never was one for adventure.  He spent most of his life in quiet study, living with his mother, trying to learn the art of crafting magical items.  For his first attempt, Delnar decided to create a dart that would be a mage's best friend.  The weapon would unerringly strike a target, dispel any magical protection, and then return to its user.

Unfortunately, just as he was placing the final enchantments on the item, Delnar's mother entered into the room, saw the dart, and said "Careful, ye'll put an eye out with that."  Much to his dismay, his mother's words became a part of the enchantment.  The dart did seem to work as intended, but occasionally would strike the user blind upon its return.

STATISTICS:

Damage:  1d4  +5
Attack Bonus:  +5                                                               
Enchantment:  +5
Damage Type:  Missile (piercing)
Special:
  Dispelling: 90% chance of casting Remove Magic on target
  Spell Process: 5% chance of blindness on wielder (save vs. death to resist)
  Returning: Returns to user
Weight: 1 lb.
Proficiency Type: Dart
Type:  1-handed
Not Usable By:
  Cleric
  Kensai
  Cavalier

Antonio Rubilar

  • Guest
Hi, I was wondering how can you install the auto-buff Scripts without the Sola Mod (yes, I've never even attempted to mod anything in my life), just like in the sola mod, the spell similar to Improved alacrity and all. I've copied the bs and baf files to the override, and everything works except for the Improved alacrity component. Help please. Don't get me wrong, I love the sola mod, but for some reason I can't install it, some error of Parsing parse or something like that

Thanks

Offline the bigg

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Post the contents of your file {bg2}\setup-solarom.debug, and maybe we'll be able to solve your problem while installing.
After that, the scripts will be there, and you can safely turn down Sola's offer of joining with him if you don't want him  :)
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

 

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