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yowave

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  1. [LEGAL NOTICE] You have permission to use this TOOL in your MODS if you follow the following: 1. Give credit to yowavegamer@gmail.com. 2. Give links to the discussions about this tool, those are the links: a. Link to this post b. Link to: https://forums.beamdog.com/discussion/66136/tool-hp-as-resource-kit-upgrade-1-0 [iNTRODUCTION] This is a follow up for another game mechanic i introduced named "Resource Pool", Check it out at: https://forums.beamdog.com/discussion/66048/tool-resource-pool-kit-upgrade-2-2 With this tool you'll be able to upgrade your own KIT abilities so they'll use HP as a resource, to fuel their effects. It goes without saying that planning your KIT with HP as a resource in mind, will make the KIT much more engaging and fun to play with. This Method introduces a new game mechanic which fuels the KIT abilities, whenever you use an ability it drains number of HP points from the user to fuel the ability. Each ability in the ability bar will have a number, this number denotes how much HP will be drained when the ability is used. Now go make some Vampires,Blood Mages,Psionics and what not! [iNSTALLATION] 1. place the zip file in your KIT installation folder, where all the ".spl",".2da",".eff",etc.. files are. 2. right click the zip file and select Extract Here. Then move the zip file to another location. 3. Open settings.ini and fill in the information, it'll be best to open it with NOTEPAD++, because it'll highlight the ever important instructions. 4. double click BG_HP_RESOURCE_TOOL_INSTALLER.exe 5. When the installation will be DONE! you'll find those new things: 1. ADD_THIS_TO_TP2.txt, will have new instructions that you'll need to copy to your installation.tp2 file. You might need to edit some things, so do make sure to go over it! 2. RESOURCE_POOL_DATA folder, which will hold all the required files, in this folder you'll find: a. 2DA folder, holds your CLAB file with all the abilities and passives arranged in the most efficient way c. SPL folder, edited spells, do note that there are 2 version of the same spell <SPELL_NAME> and <SPELL_NAME_RES>. <SPELL_NAME> - this spell is the one you'll cast and it casts <SPELL_NAME_RES>, if needed only patch: name,description,icon,flags,exclusion flags,primary/secondary type <SPELL_NAME_RES> - the real spell with the real effects, patch whatever you want. [Download] http://www.shsforums.net/files/file/1193-hp-as-resource-kit-upgrade-tool/ [README] You can find the README where you extracted the tool. [Version History]
  2. Updated to Version 2.2: * Added COPY CLAB to ADD_THIS_TO_TP2.txt * Added Append RemoveSpellRES and ApplySpellRES to ACTSLEEP.IDS, added to ADD_THIS_TO_TP2.txt * USERHPRES.SPL is now copied to RESOURCE_POOL_DATA\SPL * <SPELL_NAME> - having the right number of abilities, before it had an ability for every ability in the original spell.
  3. Updated to Version 2.0: * Special thanks to kjeron and subtledoctore from BEAMDOG forums. Thank you both for asking the right Questions, and giving your valuble insight, by doing so, you stimulated my nurons in the right direction. * Some big changes under the hood. * Now works with long casting spells.
  4. Updated to version 1.2: * Removed OUTPUT_DIRECTORY from settings.ini * Fixed spell cost, casted spell cost 1 point more than it should be, now substructing the right amonut of points.
  5. [LEGAL NOTICE] You have permission to use this TOOL in your MODS if you follow the following: 1. Give credit to yowavegamer@gmail.com. 2. Give links to the discussions about this tool, those are the links: a. Link to this post b. Link to: https://forums.beamdog.com/discussion/66048/tool-resource-pool-kit-upgrade [iNTRODUCTION] With this tool you'll be able to upgrade your own KIT abilities so they'll use a resource pool. It goes without saying that planning your Kit with the resource pool in mind, will make the Kit much more engaging and fun to play with. The method of Resource Pool was first developed for my KIT "Way Of The Fist", check it out at: https://forums.beamdog.com/discussion/62445/kit-way-of-the-fist-1-3-testers-requiered This Method introduces a new game mechanic which fuels the KIT abilities, whenever you use an ability it subtracts number of resource points from the resource pool. Taking my "Way Of The Fist" KIT as an example: Say you currently have 10 points of resource pool. You also have those abilities learned: Enhence Self, cost 1 point Ki Coat, cost 2 points Quivering Palm, cost 5 points casting Quivering Palm will subtract 5 ki points from the resource pool, which means you'll be left with 5 resource points, which can be used those to cast 1 Qivering Palm, 2 Ki Coat and 1 Enehnce Self, or 5 Enhence Self. [iNSTALLATION] 1. place the zip file in your KIT installation folder, where all the ".spl",".2da",".eff",etc.. files are. 2. right click the zip file and select Extract Here. Then move the zip file to another location. 3. Open settings.ini and fill in the information, it'll be best to open it with NOTEPAD++, because it'll highlight the ever important instructions. 4. double click BG_RESOURCE_TOOL_INSTALLER.exe 5. When the installation will be DONE! you'll find those new things: 1. ADD_THIS_TO_TP2.txt, will have new instructions that you'll need to copy to your installation.tp2 file. You might need to edit some things, so do make sure to go over it! 2. RESOURCE_POOL_DATA folder, which will hold all the required files, in this folder you'll find: a. 2DA folder, holds your CLAB file with all the abilities and passives arranged in the most efficient way b. BAF folder, will hold all the scripts that have been created automatically according to settings.ini c. SPL folder, edited spells, do note that there are 2 version of the same spell <SPELL_NAME> and <SPELL_NAME_RES>. <SPELL_NAME> - this spell is the one you'll cast and it casts <SPELL_NAME_RES>, if needed only patch: name,description,icon,flags,exclusion flags,primary/secondary type <SPELL_NAME_RES> - the real spell with the real effects, patch whatever you want. [Download] http://www.shsforums.net/files/file/1192-resource-tool-installer/ [README] You can find the README where you extracted the tool. [Version History]
  6. Updated to version 1.2: * made CROSS PLATFORM by the power of JAVA - tested on Windows and it works, need feedback from ppl with MAC OS and Linux * Credits and Acknowledgements - Special thanks to the awesome people from Gibberlings3. * Added Component - LESS DUPE DROPS - you can choose to restrict item drops from duplicated creatures * Added Component - NO DUPE XP - you can choose to remove xp for killing duplicated creatures * Fixed no duplicate on dialogue with null chars, some creatures that had dialogues was duplicated because their cre dialogue had null chars * Now also duplicating creatures with dialogues that have no actions or triggers, in this case the creature is duplicated but it's dialogue field is deleted (need feedback) * Restricted install to BG1,BG2,TOB,BG1:EE,BG2:EE,EET I am in need of testers
  7. @abg1 i chose to give an option to give zero xp for killing clones, as you have said there are other mods which can take care of the xp %, so one can reduce or up the xp globally. about drops i already had an idea to add no drops option, both the xp and no drops will be in the next version 1.2. I still have some fixes i want to push into it before i release it though.
  8. @Ardanis thanks for the heads up. I think that the script that i change takes care of the sprite_is_dead, you can look at the rats from candle keep, if you change it to none you get SPRITE_IS_DEADNONE. About Dead() and NumDead(), are those found in the creatures ai scripts? or is it something that have logic behind it and the developers put it in some known script for such things? About quest items, i can just remove those from creatures that should get duplicated, though i don't think that it can cause a problem. I really like this mod and use it myself, it makes the game hard without gimping the user, so one can still use whatever in their disposal, cheese or otherwise to tackle THE HORDE Thing is, right now you get double the exp (more creatures), should i lower the duplicated creatures xp values, if so by how much? one need to be rewarded but without breaking the game too much. What do you think about lowering the duplicated creatures xp by 75%?\ Someone will be interested if i'll give the ability to duplicate any hostile enemy even plot ones (maybe it'll be an overkill, think about SCS firekragg or Irenicus, OH BOY)? i can make it work by removing their dialogue and scripts (not ai scripts), maybe also prying their other scripts for actions that might break their behavior.
  9. Updated to version 1.1: * Made compatible with WeiDU uninstall @abg1 Ok currently implemented the new approach using AT_NOW and AT_UNINSTALL, it works flawlessly. @everyone I am going to rewrite the custom software in java so it'll be cross platform, unless someone have anything against it. Also thanks for your interest, i hope no one felt bad, i am one that never shy from a good debate, and you all provided a good one! @Ardanis It still needs testing but this is the basic logic behind the decision if to duplicate an actor or not: 1. if it have an existing dialogue file 2. it's allegiance 3. biography 4. if it's have a script (not ai script), candle keep rats comes to mind. I am not checking for quest items, cause i think it doesn't matter if you've got 2 quest items. Do you think it can cause a problem down the line? if so i'll fix it.
  10. @lynx If it's sane or not is not relevant to the problem at hand, i think that you miss the key point that you need to read the bcs files line by line and determine if you act on it or not, the speed is huge factor here. Thanks to @abg1 there's no longer a problem , i just need to test that it works well.
  11. @lynx it's not manually it's done for me by WeiDU xD And what so wrong in doing it character by character? I need to interpret the BCS file and duplicate CreateCreature on specific conditions. Do you really think that regex will do it better performance wise? think again, what do you think happens under the hood when you invoke the regexp function... not to mention we are working with a run time interpreted language. and as @abg1 have said, the idea here is that i do it dynamically. My mod changes area spawns, and also script spawns dynamically. @abg1 thanks for the information about AT_NOW and %WEIDU_OS%, i'll test those and update you if it's working as intended, the goal is to make it work seamlessly, so any unistallation of a mod in the installation chain will cause my mod to be reinstalled without breaking it. @subtledoctor do you know what happens when you copy and patch a file? you read it to memory and when you are done patching, only then it gets written to the hard disk. DECOMPILE_TO_BAF will not speed things, in fact it will only slow things, think about what happens under the hood and you'll understand why.
  12. @abg1 Thanks but i already know about this method, and frankly i think that BWFixpack's _ApplyPatches.tp2 is abysmal and could have been coded differently, but hey it works and it does what it does. Now as i said, i already started coding it in WeiDU so i am speaking from experience, and thanks to @lynx now i know why it works so slowly. Now let me show you a piece of simple code from my WeiDU implementation, i stripped all the mangling (hehehe @lynx) and condition checking so it's bare bones (the real source have hundreds of lines)! on my machine this piece of code runs forever compared to my custom application which does all the complex things in mere 20 seconds (it's 14 seconds but who counts, i guess that i do xD). OUTER_SET newLine = 10 OUTER_SET cr = 13 OUTER_SET space = 32 OUTER_SET quot = 34 COPY_EXISTING_REGEXP GLOB ~.*\.bcs~ ~override~ PATCH_IF (SOURCE_SIZE > 0) BEGIN FOR (i = 0; i < SOURCE_SIZE; ++i) BEGIN READ_ASCII i c(1) READ_BYTE i b PATCH_IF (b = newLine OR b = cr OR b = space OR b = quot) BEGIN SET test = 1 END END END I kinda have an idea what can be done, maybe we should petition WeiDU developers to introduce new functions EXECUTE and GET_OS. EXECUTE will execute an application and GET_OS will return the operation system so one can execute the right application, this way one could actually expand on WeiDU and go past it's shortcomings. Now don't even think that i think WeiDU is bad, it is a magnificent tool and it does what it does best, it's just that it'll be really nice if it had those two functions. So anyone knows whom i can contact? if it can't happen i might delve into SML (i really don't want to) and introduce those functions into WeiDU.
  13. @subtledoctor 100,000 iterations patching in 60 seconds, sorry that's slow! I am talking about millions of iterations (21,266,213 of iterations in an unmodded BG1:EE installation), think about 20mb's (or more, depends on the game and if it's modded or not) of bcs files which my program goes through to patch. Instead of answering your question, which would make me delve too much into the technical, let me ask you, how you or anyone else would have done it? To set you on track let me impose a problem (one of many in such a project) on you, see if you can come up with a good way (easy and fast) to do it in WeiDU. I want you to duplicate all the CreateCreature actions in all the script files in the game. This is just the tip of the iceberg, you can't duplicate all the creatures willy nilly, and merely duplicating is not enough.
  14. @Sam I know a bit more about WeiDU than what you see here, already created another big (technically) kit mod "Way Of The Fist" that introduces more than 100 files, and a new gaming mechanism that never been done before (btw i need testers and feedback). This mechanism can be used for other cool mods and kits I have started working on THE_HORDE in WeiDU but it doesn't give me that much control over what i want to do. Making it in WeiDU is like shooting yourself in the leg and it's probably not possible, i am talking about the lowest level of file editing and patching, changing multiple bytes and introducing new chunks of data (aka more than a few petty bytes) on specific conditions (oh boy there's an 's' there, it means more than one condition ). When it comes to script editing it's a whole new level of editing, one needs to interpret each instruction and it's arguments and act accordingly, this is just too much for WeiDU. Oh and one more thing, i wanted this thing to be installed in mere minutes (on my machine it takes about 20 seconds), if it was even possible to make it in WeiDU and stay sane the installation would have taken longer A LOT longer. Odds are that this mod would have never see the light of day if all i had in my disposal is WeiDU. There is another way to do it though, instead of doing it programmatically i could edit all those files by hand (going through thousands of files and ending up editing thousand or more, the sheer amount of editing would drive me insane), but then i won't be able to react to changes made by mods or new files that have been introduced by mods. On the good side, i will compile it to work on other operating systems once i know that it works perfectly. Also i have some ideas to expand this mod, but it's still in the planing phase. @abg1 Thanks for the info!
  15. Thanks, does beamdog installation have the usual override folder? is it located in a different place than steam installation?
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