Author Topic: Near Infinity Guide/Tutorial ?  (Read 9625 times)

Offline Borsook

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Re: Near Infinity Guide/Tutorial ?
« Reply #25 on: November 25, 2005, 04:27:36 AM »
   Here's an example. If you have a level 1 fighter with 18 CON, setting HP to 10 in .CRE file will result in 14 HP in game (the game will add 4 hp/level bonus automatically). On the other hand, a ranger with 0 in dual-wielding won't have default ranger's 2 points in dual-wielding in game, so you have to set it manually in the .CRE file
There are exeptions. In BG2 main character often (or always I've not tested this a lot) gets an extra hit dice, so is treated differently then others.
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Offline Lu

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Re: Near Infinity Guide/Tutorial ?
« Reply #26 on: November 25, 2005, 05:11:27 AM »
 @Borsook
   Main character doesn't have a .CRE file

Offline Borsook

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Re: Near Infinity Guide/Tutorial ?
« Reply #27 on: November 25, 2005, 05:15:49 AM »
@Borsook
   Main character doesn't have a .CRE file
Right, it's exported to CHR not CRE.
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Offline Lu

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Re: Near Infinity Guide/Tutorial ?
« Reply #28 on: November 25, 2005, 05:35:22 AM »
Quote
Right, it's exported to CHR not CRE
   I am not so sure about this either. It seems to me that .CHR files are those that allow you to import a new PC into the game

Offline Borsook

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Re: Near Infinity Guide/Tutorial ?
« Reply #29 on: November 25, 2005, 05:42:45 AM »
Quote
Right, it's exported to CHR not CRE
   I am not so sure about this either. It seems to me that .CHR files are those that allow you to import a new PC into the game
That's what I meant by exported.
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Offline Lu

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Re: Near Infinity Guide/Tutorial ?
« Reply #30 on: November 25, 2005, 06:08:04 AM »
   Right. Somehow I missed the word 'exported' in your previous post

Offline Salk

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Re: Near Infinity Guide/Tutorial ?
« Reply #31 on: November 25, 2005, 07:50:14 AM »
@Salk
   Of course the engine handles all .CRE files alike. But some values in a .CRE file are modified in game, others aren't
   Consider a creature of PC-available race/class e.g. Such values as HP, thac0, AC, attacks per round, thieving skills, etc should be set to base in .CRE file, to have them represented in game correctly. Others, like weapon skills e.g., won't be modified in game
   That's the general idea, let me know if you need more info/help

Thank you very much for your help, Lu! I appreciate it.

I must say that at the moment I don't care much about correcting abilities that are not part of Tales of the Sword Coast (like dual wielding). I am not going to edit BG2/ToB .CRE at the moment but just care of BG1/TotSC...

If I will need more help, I won't hesitate disturbing you again since you are so helpful and nice! Thanks!  :-*


Offline Lu

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Re: Near Infinity Guide/Tutorial ?
« Reply #32 on: November 25, 2005, 09:10:05 AM »
Quote
I must say that at the moment I don't care much about correcting abilities that are not part of Tales of the Sword Coast (like dual wielding)
   You understand that mentioning dual wielding only served as an example, of course. The basical principles of how the engine handles .CRE files are the same in BG1 and BG2
   And you are most welcome, of course

 

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