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Topic Summary

Posted by: weimer
« on: February 26, 2003, 07:32:46 PM »

Let us call things like GENERAL and EA and CLASS "dimensions" just for fun.

Here's the dimension order in a CRE file:

EA
General
Race
Class
Specific
Gender
Align

Here's the dimension order in a BG2 BCS file:

EA
General
Race
Class
Specific
Gender
Align

Looks easy so far, right? Here's the (experimentally-verified) dimension order in an IWD2 BCS file:

EA
General
Race
XXX  Unknown
Specific
Gender
Alignment
XXX Unknown
(yes, there are 8 instead of 7 ... it would be nice if one of the new spots were "subrace" or "class", but that's just not the case)

One of these things is not like the others.

WeiDU and IWG2 were naively using the old BG2 dimension order in IWD2 BCS file. I have fixed it locally and diethief.bcs works correctly and the clone stabs at him for a few minutes before killing him and going on.

Now on to the "real" point.

I cannot reproduce what you are saying at all. She summons two things and then casts fireball *at you*. The summons just happen to be nearby. Then there's a lightning bolt, a stinking cloud, a scorcher ... and a bunch of missiles *at you*. I'm not even sure that it's possible to cast MM at yourself :-). It would also be some sort of game engine bug, because MarkSpellAndObject shouldn't behave like that.

If you can get a screenshot with "Escaped Clone - Fireball: Escaped Clone" or somesuch, send it over. Otherwise I'm going to have to assume that it was either a fluke or something that has been fixed by this script compiler revamp.

                   
Posted by: weimer
« on: February 26, 2003, 06:49:19 PM »

Addressing the "fake" point first ...

We now allow (some) specifics to carry over.

The first thing to note is that you can't use NI to touch up these scripts -- it mistakenly translates things like [0.0.0.0.5] into the "rect" part of an OB in a BCS file, making a messed-up script.

There exists the possibility that Jan is right here and I'm off my rocker, but I don't think so. More in a bit.                      
Posted by: Ghreyfain
« on: February 25, 2003, 03:37:32 PM »

Oh, and the real point of this post is that she also casts fireball and stuff at the creatures she summons, then magic missile on herself.                    
Posted by: Ghreyfain
« on: February 25, 2003, 03:26:50 PM »

Bah, I have no clue how to get this to work.                    
Posted by: Ghreyfain
« on: February 25, 2003, 02:50:33 PM »

Wait, I was checking the wrong .cre file (d'oh).  It's _shclo01.cre, and his specifics are set to 1.  Changing it to 5 and testing now...                    
Posted by: Ghreyfain
« on: February 25, 2003, 02:12:13 PM »

Okay, the SPECIFIC fields in NI for _SThief1.cre to _SThief4.cre are all 0.  I may be mistaken that this is what IWD2 is checking in the See([0.0.0.0.0.5],0) block.

The clone is supposed to whack the thief then start casting spells, but she starts casting spells right away, and only after my party ran away to deal with the creatures she summoned did she kill the thief.                    
Posted by: Ghreyfain
« on: February 25, 2003, 02:00:37 PM »

This block in _ieThief.bcs should make her attack the shadow thief as soon as the PC arrives.

IF
    Detect([PC])
    See([0.0.0.0.0.5],0)
THEN
    RESPONSE #100
        DisplayString(Player1,69022) // diethief.bcs block 1 activated
        AttackOneRound(LastSeenBy(Myself))
END

But it doesn't.  My understanding is that the thief's gender (or the field just above it?) would need to be 5.  Not sure what it is right now, but I'll check...