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Member Since 30 Jan 2004
Offline Last Active Nov 17 2013 05:31 AM

Posts I've Made

In Topic: Feedback

11 June 2009 - 02:16 PM

This is the code I wrote for stricter school exclusions. IIRC it's actually modified code from Divine Remix:

COPY_EXISTING ~spwi218.spl~  ~override~ // Ghoul Touch
			  ~spwi313.spl~  ~override~ // Skull Trap
			  ~spwi414.spl~  ~override~ // Spirit Armor
  WRITE_SHORT 0x1e 28608 // Necromancers only

COPY_EXISTING ~spwi118.spl~  ~override~ // Chromatic Orb
			  ~spwi325.spl~  ~override~ // Melf's Minute Meteors
			  ~spwi403.spl~  ~override~ // Fire Shield (Blue)
			  ~spwi418.spl~  ~override~ // Fire Shield (Red)
  WRITE_SHORT 0x1e 4800 // Alteration, Evocation; exclude Abjurers, Conjurers, Enchanters, and Necromancers

COPY_EXISTING ~spwi514.spl~  ~override~ // Lower Resistance
			  ~spwi903.spl~  ~override~ // Spellstrike
  WRITE_SHORT 0x1e 5120 // Exclude Illusionists and Necromancers

COPY_EXISTING ~spwi722.spl~  ~override~ // Limited Wish
			  ~spwi919.spl~  ~override~ // Wish
  WRITE_SHORT 0x1e 2944 // Exclude Conjurers, Diviners, Enchanters, and Invokers

COPY_EXISTING_REGEXP ~^SPWI[1-9].+\.spl$~ ~override~
  READ_SHORT 0x1e "exclusion_school"
  PATCH_IF ("%exclusion_school%" = 64) THEN BEGIN  // Alteration; exclude Abjurers
	WRITE_SHORT 0x1e 4160 // Exclude Abjurers and Necromancers
  PATCH_IF ("%exclusion_school%" = 256) THEN BEGIN // Conjuration/Summoning; exclude Diviners
	WRITE_SHORT 0x1e 2304 // Exclude Diviners and Invokers
  PATCH_IF ("%exclusion_school%" = 512) THEN BEGIN // Invocation/Evocation; exclude Enchanters
	WRITE_SHORT 0x1e 640 // Exclude Conjurers and Enchanters
  PATCH_IF ("%exclusion_school%" = 1024) THEN BEGIN // Necromancy; exclude Illusionists
	WRITE_SHORT 0x1e 1536 // Exclude Enchanters and Illusionists
  PATCH_IF ("%exclusion_school%" = 2048) THEN BEGIN // Enchantment/Charm; exclude Invokers
	WRITE_SHORT 0x1e 6144 // Exclude Invokers and Necromancers
  PATCH_IF ("%exclusion_school%" = 4096) THEN BEGIN // Illusion/Phantasm; exclude Necromancers
	WRITE_SHORT 0x1e 6208 // Exclude Abjurerers, Invokers and Necromancers
  PATCH_IF ("%exclusion_school%" = 8192) THEN BEGIN // Abjuration; exclude Transmuters
	WRITE_SHORT 0x1e 9216 // Exclude Illusionists and Transmuters

Some of that ties in with changes to spell schools made by the main AR component.

There's also some related code for scroll changes, and a whole mass of related code for creature changes.

In Topic: Enhancement suggestions for DR v6

11 June 2009 - 11:25 AM

I'm alive, but unfortunately I haven't a clue about any of the quest related scripts. As the "CD" prefix implies, this would be CamDawg's domain :|. Maybe another modder proficient in quest scripting could be asked to take a look?

In Topic: Any signs of life?

24 August 2008 - 03:03 AM

I do have the graphics for several new areas, but I don't have any other things neccessary for those graphics to actually be working areas (light maps, and the like). If some else wants the graphics and is willing to do the neccessary work, though, feel free to ask!

As for quests, there are some minor ones that I hope to finish off myself. The major quests generally only consist of plot outlines and various dialogue trees, and several of them are dependent on new areas that haven't even got graphics.

In Topic: Any signs of life?

12 August 2008 - 01:25 PM

Both my free time and interest in IE modding have decreased dramatically over the past few years, but I do hope to one day get some form of LoI related release out. For a while now, I've been considering splitting the project into two. The first part would consist of things like new/altered items, revised creature scripts, and perhaps some additional dialogue for minor characters; basically stuff that's already been done, or is well on the way to being done.

The second part would consist of things like joinable party members, new areas, quests, etc; in other words, the stuff that would require a LOT of work to be properly implemented. The catch is that this part would not actually be a mod for BG2, but would instead be a series of connected pen 'n' paper adventure modules (the idea being that this would cut out a large percentage of the required work). For example, one module might be entitled "The Siege of Murann", and focus on that aspect of LoI, while another might be "The King of Amn" and revolve around the royalist plot.

In Topic: Divine Remix Overview

14 June 2008 - 11:33 AM

A passage from the 2nd Edition Player's Handbook that's often overlooked:

Healing spells are those that cure diseases, remove afflictions, or heal wounds. These spells cannot restore life or regrow lost limbs. Healing spells can be reversed to cause injury, but such use is restricted to evil priests. Protective and merciful deities are most likely to grant these spells, while nature deities may have lesser access to them.

Regarding the macros: IIRC, these are used to remove spells that are restricted by your character's deity's alignment, rather than your character's own alignment. For example, a true neutral priest of Shar can't cast Holy Smite, while a true neutral priest of Oghma can.

Restrictions for your character's own alignment are controlled by exclusion flags in the .spl files themselves (see this page on IESDP for details).