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Topic Summary

Posted by: HERD
« on: December 24, 2005, 08:02:55 AM »

Quote
Why do I have a feeling that Bioware overlooked quite a lot about IE?
IE was a rebellious child from the begining, and still is.
Bioware's were not paid to educate modders, but to thrive on ‘em (and Fan Fiction  :'()
Lu, if you want to write a PPG mod, listen to gemRB feed -  Monster Manual ! Wolf !

Posted by: Lu
« on: December 23, 2005, 05:54:04 PM »

   I eventually realize how the effect that sets PP works (this also replies Drew's post)
   Basically (I don't know how to use subscript signs)
          PP = Pbase + Pbonuses (1)
 where Pbase is the value set in the .CRE file, Pbonuses is the total of PP bonuses (DEX modifier + RACE modifier + other modifiers, gained from items, maybe spells, whatever)
   Applying effect 92 with type 1 and value Peffect results in, instead of (1)
          PP = Peffect + Pbonuses (2)
 no matter whether the value timing is 1 or 9
   Why do I have a feeling that Bioware overlooked quite a lot about IE?
Posted by: Drew
« on: December 23, 2005, 04:16:46 PM »

@Lu: while It seems like there's no way you can drop Pick Pocketing below the base chance of success it will, for all intents and purposes, get the job done.  I believe that there is a way to drop the score permanently to the base chance for success even after using potions of master thievery and perception.  If an effect in the CLAB won't work, an item definitely will. ::)
Posted by: Lu
« on: December 23, 2005, 11:13:23 AM »

  So timing parameter
   1 - permanent
   3 - delayed duratiuon
   4 - delayed
   5 - delayed?
   6 - duration
   7 - permanent?
   8 - permanent?
   9 - permanent after death
  10 - trigger

   Can you suggest which of the timing values I should try (other than 1 and 9), or do you think that it's impossible to have PP=0 at all, by what I've already found out?
Posted by: Andyr
« on: December 23, 2005, 10:41:32 AM »

Do you think it doesn't matter whether I apply effect to creature or to an item to equip, btw?

Shouldn't matter.

Timing mode 9 = takes effect instantly, and lasts even if the creature is killed/raised.
Posted by: Lu
« on: December 23, 2005, 07:53:51 AM »

   Avenger, eventually I understood what you said
   I've just tried to do what you suggested. Same result, alas, i.e. PP=20%
   Perhaps I could try different timing values
   Do you think it doesn't matter whether I apply effect to creature or to an item to equip, btw?
Posted by: Lu
« on: December 23, 2005, 02:02:21 AM »

   What? Avenger, and that's it? He's gone, and no good-bye kiss? Then I'll cry a river this night, instead of falling asleep
  Good night, everybody
  New York, NY  12/23 3am

   In plain words, can anyone else tell me, where I can read about Timing method '9' (besides than in the last two Avenger's posts)?
Posted by: Lu
« on: December 23, 2005, 01:46:50 AM »

   The fact is, it's 2:45 am in NYC, and I doubt I can think clearly till morning (or rather I'm sure I can't think clearly till morning). If you just assure me that I'll be able to understand in the morning what you've written here, or give me a link... well, you know what I mean
Posted by: Avenger_teambg
« on: December 23, 2005, 01:37:25 AM »

Quote
IESDP?
I'm afraid, there's not enough info. It covers files, but what causes the problem I've encountered may lie someplace else. Just to explain clearer what I mean, here's an example. An NPC joins your party. In .CRE files all data are set, including XP. Say XP=300,000. Then you fight, do quests, etc. The NPC's XP=400,000. But there's no .CRE file for this NPC with XP=4000,000, items you have given him/her while adventuring, and such. I hope you get the whole idea why reading IESDP may not give me necessary info

Yes, there is. The npc is embedded in the .gam structure, and iesdp covers this :)
But regarding data types you might be right.
IESDP isn't supposed to cover basic computing terms like data types.
If you are interested in computing (and serious modders will need to touch it sooner or later), you might need to buy a book or look on the internet.

Timing method '9': i guess you use dltcep, in that case this field is middle top of the screen titled 'timing'. You have to select '9 - permanent after death'... the name is a bit weird, but i've already discussed that.

Posted by: Lu
« on: December 23, 2005, 01:32:24 AM »

Quote
Just make sure you use 'set' and not 'add' and the timing method is 9!
   I am pretty sure I'll use nothing, having no idea of what the "timing method '9'" means. So without explanation/link I am stuck
Posted by: Avenger_teambg
« on: December 23, 2005, 01:27:32 AM »

Hehe, right, i missed that 20 and it explains the 176. Apparently you cannot use negative numbers regarding PP.

Ok, i have a final effort.
You know that timing method '9'.
I call it permanent after death, but others call it permanent after bonuses.
My further research seems to prove those others are 'right'.
The 9 timing method is used internally for delayed effects that have been fired, so they don't supposed to be expired.
So, if the 'after bonuses' part is true, then you could add a set PP to 0 effect with timing method 9.
It will remove that 20, hopefully :)
Just make sure you use 'set' and not 'add' and the timing method is 9!
Posted by: Lu
« on: December 23, 2005, 12:43:55 AM »

Quote
IESDP?
I'm afraid, there's not enough info. It covers files, but what causes the problem I've encountered may lie someplace else. Just to explain clearer what I mean, here's an example. An NPC joins your party. In .CRE files all data are set, including XP. Say XP=300,000. Then you fight, do quests, etc. The NPC's XP=400,000. But there's no .CRE file for this NPC with XP=4000,000, items you have given him/her while adventuring, and such. I hope you get the whole idea why reading IESDP may not give me necessary info
Posted by: Borsook
« on: December 23, 2005, 12:28:36 AM »

Btw, where can I learn more of different types of integers IE uses (byte, short, etc. -?types)?
 
IESDP?
Posted by: Lu
« on: December 22, 2005, 07:41:21 PM »

     !

 176 + 100 - 20 = 256 !
   Here 176 is what I get as PP instead of 0,
          (-) 100 is what the effect sets
          20 is the default lowest PP for my thief
          256 is what Avenger brought up   

  I wonder now if it's just a coincidence
Posted by: Lu
« on: December 22, 2005, 06:26:13 PM »

Quote
Interesting, if you say 156, i would be less amazed. (256 - 100)
  I understand. Btw, where can I learn more of different types of integers IE uses (byte, short, etc. -?types)?
 Not how many bits in one byte, I mean, but say, Death Variable is xxx bits long and such
   I still try not to give up, but this 'thief without PP ability' is not the most urgent of my tasks for now
 Hope to hear from you soon