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dbianco87

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  1. I really like this solution. I'm going to experiment a bit today. Thanks for all of your help, you've come up with a lot of interesting ideas. the way I have the spider form setup uses spears already, so I think this will work well.
  2. Thanks for the suggestion. Unfortunately polymorph doesn't seem to work properly with limited timing modes - the createweapon work around seems to be ubiquitous for polymorph affects in the game. When I try to make a temporary polymorph without using creat weapon the transformation becomes very glitchy. It's not even consistent, sometimes the transformation is permanent, and sometimes it doesn't work at all. It kind of wouldn't work anyway though with how I have the spear designed. The spider form has it's own attack style and procs including "spider frenzy" which applies improved haste for 9 seconds but also makes the spider form go berserk for 3 rounds.
  3. I have an item I designed called Blackweb Fang, a cursed Spear. One of its effects is that on strike it has a chance of temporarily polymorphing the user into a Spider that is very similar to the Sword Spider form granted by the Avenger druid class. This effect is timed and lasts for 5 rounds. The item works perfectly when the cursed flag isn't set on the spear's itm file, but when it is it the on hit effect puts the character into a glitched in between state - the character does not polymorph and does not gain the effects of the polymorph "weapon" but the characters attack icons do change to that of the polymorph weapon. The way Sword Spider transformation and my own version of it work is via opcode #111 Create weapon. This creates an item which temporarily overwrites the attack icons and applies the polymorph effect. I am looking for a work around, as I have designed this weapon with the idea that it would be a cursed item. The idea story wise is that it is actually a parasitic life form that attempts to merge with its wielder or "host." Game balance wise the item is very powerful - definitely the most poweful spear in the game though this is intended and not a high bar to clear. However, I think the commit of it being a cursed weapon mitigates some of the overpoweredness and encourages creative use of the item. I've thought about making the on hit effect also remove the curse, but that unequips the item and I don't like the idea of it causing inventory overflows, so even if I figured out a way to force them to re-equip it after the duration expires I'm not sure that's a good idea. The other idea I had is to somehow make a "false curse" effect that plays the sound and prevents the user from unequipping somehow, but does not use the curse flag. Thank you for your time and for providing any suggestions you may have. Thanks, DoubleBrew
  4. That sounds better. I will implement this suggestion thanks. The way you put it is similar to how the adamantium item destruction script works in underdark exit.
  5. Oh wow I was testing with a save. hah. I spent so much time trying different things and had so many wild theories. Cheers, and thanks I'm a fan of lots of your work.
  6. I am working on a mod called curseshop. It is a shop that sells cursed items like that old cliche - ie the creepy shop opens up in town ala needful things or Something Wicked this Way Comes. For a somewhat recent example, rick and Morty did a parody on this in the episode Something Ricked this Way Comes. I am hoping to have it done in time for halloween. So with some assistance from chat gpt, my shopkeep has a bit of a personality, and given that this is a shop that sells cursed things, I felt that the items should remain unidentified. Instead of a normal unidentified description I've written little sales pitches for the items, and I want the store item description window to display these pitches instead of unidentified description, which ought to be unavailable until the player ids the item. The workaround I've come up with for this is to have two versions of each cursed item, one that has the sales pitch, and one that has the actual item descriptions. I do this through a simple tp2 manipulation COPY ~curseshop/dbboot1.itm~ ~override/dbboot1.itm~ SAY NAME1 @3 SAY NAME2 @4 SAY UNIDENTIFIED_DESC @5 SAY DESC @5 // the sales pitch version COPY ~curseshop/dbboot1.itm~ ~override/dbbootA.itm~ SAY NAME1 @3 SAY NAME2 @4 SAY UNIDENTIFIED_DESC @5 SAY DESC @6 // the identified description So in override dbboot1 is split into two files one with the sales pitch description dbboot1, and one with the normal description dbbootA. Then I wrote an area script to keep checking for checking party inventory for the presence of dbboot1 and if found remove it from player inventory, and replace it with the unidentified version dbbootA. For now I am using area AR0812 because it lacks any other script and is a convenient location. It is one of the tombs in the Athkatla graveyard. So I wrote a script AR0812.baf, compiled it with weidu and dropped the .bcs in override folder - I also pointed AR0812 to the new bcs and saved it to override. (I know this is improper mod practice but I am just trying to get the quick and dirty version to work with basic functionality so I can test) IF PartyHasItem("dbboot1") // boots pitch version THEN RESPONSE #100 TakePartyItem("dbboot1") GiveItemCreate("dbbootA",Player1,0,0,0) //boots normal version DisplayStringHead(Myself,46150) END This is the code I'm trying to run but it just doesn't work. I'm not sure if the game isn't calling the script or if there's something else wrong with it. The display stringhead is just "gulp" like if you drank a potion - it's just there for troubleshooting. I've tried a few variations as well like adding a true() to the IF, and also wrote this(below) version based on the script bg2 uses to destroy the underdark gear. (Global cursehopcheck is initialized in my shopkeeps dialog script, which works fine). IF Global("curesshopcheckdone","GLOBAL",0) HasItem("dbboot1",Player1) // pitch version THEN RESPONSE #100 TakeItemReplace("dbboot1","dbbootA",Player1) // replace with reg version Continue() END Anyway if anyone has any insights as to why my scripts don't work I would very much appreciate it if you shared them. I am also open to other ideas to get this functionality I am open to them. Main idea is just that I want my pitch items to be the ones sold, and then transformed into the normal unidentified version once acquired.
  7. I am working on a mod called curseshop. It is a shop that sells cursed items like that old cliche - ie the creepy shop opens up in town ala needful things or Something Wicked this Way Comes. For a somewhat recent example, rick and Morty did a parody on this in the episode Something Ricked this Way Comes. I am hoping to have it done in time for halloween. So with some assistance from chat gpt, my shopkeep has a bit of a personality, and given that this is a shop that sells cursed things, I felt that the items should remain unidentified. Instead of a normal unidentified description I've written little sales pitches for the items, and I want the store item description window to display these pitches instead of unidentified description, which ought to be unavailable until the player ids the item. The workaround I've come up with for this is to have two versions of each cursed item, one that has the sales pitch, and one that has the actual item descriptions. I do this through a simple tp2 manipulation COPY ~curseshop/dbboot1.itm~ ~override/dbboot1.itm~ SAY NAME1 @3 SAY NAME2 @4 SAY UNIDENTIFIED_DESC @5 SAY DESC @5 // the sales pitch version COPY ~curseshop/dbboot1.itm~ ~override/dbbootA.itm~ SAY NAME1 @3 SAY NAME2 @4 SAY UNIDENTIFIED_DESC @5 SAY DESC @6 // the identified description So in override dbboot1 is split into two files one with the sales pitch description dbboot1, and one with the normal description dbbootA. Then I wrote an area script to keep checking for checking party inventory for the presence of dbboot1 and if found remove it from player inventory, and replace it with the unidentified version dbbootA. For now I am using area AR0812 because it lacks any other script and is a convenient location. It is one of the tombs in the Athkatla graveyard. So I wrote a script AR0812.baf, compiled it with weidu and dropped the .bcs in override folder - I also pointed AR0812 to the new bcs and saved it to override. (I know this is improper mod practice but I am just trying to get the quick and dirty version to work with basic functionality so I can test) IF PartyHasItem("dbboot1") // boots pitch version THEN RESPONSE #100 TakePartyItem("dbboot1") GiveItemCreate("dbbootA",Player1,0,0,0) //boots normal version DisplayStringHead(Myself,46150) END This is the code I'm trying to run but it just doesn't work. I'm not sure if the game isn't calling the script or if there's something else wrong with it. The display stringhead is just "gulp" like if you drank a potion - it's just there for troubleshooting. I've tried a few variations as well like adding a true() to the IF, and also wrote this(below) version based on the script bg2 uses to destroy the underdark gear. (Global cursehopcheck is initialized in my shopkeeps dialog script, which works fine). IF Global("curesshopcheckdone","GLOBAL",0) HasItem("dbboot1",Player1) // pitch version THEN RESPONSE #100 TakeItemReplace("dbboot1","dbbootA",Player1) // replace with reg version Continue() END Anyway if anyone has any insights as to why my scripts don't work I would very much appreciate it if you shared them. I am also open to other ideas to get this functionality I am open to them, I just really like the idea of having the pitches in the shop window.
  8. Thanks for sharing! This is an elegant solution. I am glad I asked.
  9. I am working on a cursed item shop mod that I might release someday when it is perfect. The idea is to make a bunch of powerful items with legitimate drawbacks to encourage different styles of play. Anyway, I have a pair of boots in there that I think are mechanically fairly strong, and I'm thinking to help balance them and for keeping with the theme, that they should cause the character to have to make a save or trip and fall on occasion, resulting in them taking small amounts of damage. I am hoping for these trips not to be crippling, maybe just a second or two and perhaps a d4 or d6 of damage, and not so frequent that it becomes frustrating to the player. Anyway I have a couple ideas on how I could potentially implement this but I also thought it would be smart to consult.
  10. hah definitely was missing resource, but the cause was I put the ".sto" in the startstore command. Issue is fixed and your comment pointed me in the right direction. Cheers.
  11. Decided to make my own Joluv/Deirdre for cursed items named Waitz. I'm very happy with my NPC and their dialog, but I haven't been able to get them to launch my shop. .sto file is in my override, and same code launches any other shop in the game without fail, but when I try to launch my custom one, which is actually just a copy of joluv's shop renamed from wmart1.sto to dbwat1.sto, game crashes. Any ideas? do I got to list my shop in one of those magical tables or something? I have a tp2 together and have access to weidu commands but I'm still a bit of a novice at using weidu(also I'm much more of an artistic type than a coder). This is on current version of bg2EE.
  12. I'm working on a summon that makes a certain number of special health potions every day.These potions are nearly identical to the normal health potions that you find throughout the game, however I think for game balance reasons it would be better if they expire/spoil on a successful rest to discourage stockpiling.Anyone have a good method for executing this in a script? Should I add it to the player 1 script or is there a better way? I would prefer a less invasive so as to prevent compatibility issues with other mods. I have made a regular, spoiled, and rancid version of the item.
  13. eureka! For some reason I thought ~~ and ~true()~ would be functionally identical. That is apparently not the case! Cheers.
  14. I'll preface this by stating I am a rank amateur at scriptwriting/programming. I have been making little item mods and such for my own use however for a long time. Anyway, I've been working on a silly mod that adds a summon spirit animal innate to the game. I basically took the innate form of animate dead, and made some tweaks so that it summons a cow instead. I want this cow to be interactable through dialog, however whenever I try to talk to it the very simple .dlg file I wrote does not fire, even if I use the force talk command in game. I've tried a few things but I haven't been able to figure out why the dialog won't fire: BEGIN ~DBCOW~ IF ~~ THEN BEGIN 0 SAY ~Moooooo!~ IF ~~ THEN REPLY #14 /*~Scratch behind Bess' ears.~*/ DO ~SetGlobalRandom("CowTalk","GLOBAL",1,10)~ GOTO 1 IF ~GlobalLT("MilkNumber","GLOBAL",3)~ THEN REPLY ~Attempt to Milk Bess.~ GOTO 1 IF ~Global("MilkNumber","GLOBAL",3)~ THEN REPLY ~Attempt to Milk Bess.~ GOTO 2 IF ~~ THEN REPLY ~Do nothing.~ EXIT END IF ~~ THEN BEGIN 1 SAY ~Bess appears relieved.~ IF ~~ THEN DO ~GiveItemCreate("dbmilk1",LastTalkedToBy,0,0,0) SetGlobalRandom("MilkNumber","GLOBAL",1,3)~ GOTO 0 END IF ~~ THEN BEGIN 2 SAY ~Bess appears to be tired~ IF ~~ THEN GOTO 0 END The .cre for the cow definitely points to this dialog file. Any ideas? For the cow .cre itself I copied a random cow that I found in the games files, renamed it and made an .eff that points to it. I then chose the .dlg I compiled from above for the cow's dialog script. NOTE: I am not looking for advice on general improvements. I know about cdstatenotinvalid and such. I just want this dialog script to run so I can make many hundreds of additions improvements to it over a period of time. it does not fire at all in its current state which is the entirety of what I am asking about.
  15. I think that both tasks are time consuming, but for me personally doing the graphic creation is normally 100 times harder. This pretty much eliminates that work load if this is a workable solution - I'm not sure if it is or isn't yet. I can map a container or a doorway fairly easily, it just takes a little time and some trial and error.
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