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CamDawg

Member Since 18 Sep 2003
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Posts I've Made

In Topic: Testers wanted for Tweaks v5

17 August 2018 - 05:18 AM

And thank you to Isaya, who just provided an updated French translation for v5!


In Topic: What's needed for SCS v31?

16 August 2018 - 04:10 PM

I'm going to package up the current repo and send it out into the wild as a release candidate. There's only so much testing I can do alone for a 130-component mod, much less someone else's. :)

 

Again, big thanks to Alien for the repo, and all the folks who contributed the fixes.


In Topic: What's needed for SCS v31?

16 August 2018 - 12:51 PM

 

It can't form the baseline SCS, though. One consistent thing I've been noticing is that it removes a lot of target-has-SI:X-enabled checks, which is a byproduct of SR removing SI.

 
Huh. Are they RES checks? SR doesn't actually remove the SI:x spells, it just removes the shell spell and moves the effects/subspells to other places (SI:Div moved to Nondetection, SI:Ench added as Mind Blank, SI:Evoc moved to ProEnergy, etc.) So I imagine it should still handle those immunity conditions, perhaps just with different kinds of checks. Unless kreso cut some corners or something. :laugh:

In any event the base SCS does not handle some SR stuff properly, so if the mod's AI coding cannot handle both environments, I guess the question is whether we can still maintain a separate SR-specific fork, and make sure these fixes get into it?

 


It's in the SSL itself, so you'd have to look at the end product. E.g. here are some examples from shadel.ssl (the Shade Lord scripting):
 

//////////////////////////////////////////////////////////////////////
////	Finger of Death
//////////////////////////////////////////////////////////////////////

IF TRIGGER
	ConditionalTargetBlock(PCsPreferringStrong;!CheckStatGT(scstarget,50,RESISTMAGIC))
	TargetBlock(EnemiesInOrderShort)
	TriggerBlock(MR100|SpellTurn|Slay|SINecromancy|Enemy)
	TriggerBlock(DirectDamageSafe)
THEN DO
	Action(Power,WIZARD_FINGER_OF_DEATH,finger,24|150|50)
END

//////////////////////////////////////////////////////////////////////
////	Orbs
//////////////////////////////////////////////////////////////////////


IF TRIGGER
	ConditionalTargetBlock(PCsPreferringWeak;!CheckStatGT(scstarget,50,RESISTMAGIC))
	TargetBlock(EnemiesInOrderShort)
	TriggerBlock(DirectDamageSafe)
	TriggerBlock(MR100|SIEvocation|MinorGlobe|SpellTurn|Enemy|L1safe)
THEN DO
	Action(Power,WIZARD_CHROMATIC_ORB,orb,6)
END

In Revised the SIEvocation and SINecromancy are removed from the TriggerBlocks, among other changes. I believe this falls in line with kreso's description of the 'dispelling screen', where SI-style spells would soak up one spell and then go away. A target having an SI (or its equivalent) is no longer a don't-waste-your-time casting in SR/SCSR because you will, at least, knock out the protection. However these castings are unequivocally wasted without the SI check in a non-SR game.

 

This is full list of authors and fixes from BWFixpack:

Spoiler

 

@Mike1072 I know that you wanted "each patch inside one commit" but it's simply too much work. I'm sure that DawidW can review patches via nice diff's. But I added kresos RevisedSCS as separate branch as you wanted. Now, I've pushed my repository: https://github.com/B...CoastStratagems

 

- best practices regarding gitattributes for IE mods

- best practices regarding gitignore for IE mods

- best practices regarding gitconfig from Google engineers

- full SCS history from SCS 22 with tags

- author of the commits is David.Wallace, not myself

- commit dates for SCS version are real dates of the releases

- Fixpack Fixes + list with links and authors

- EET compatibility from K4thos

- RevisedSCS branch with kreso as author

- Fixpack Fixes applied onto RevisedSCS branch because some of them were missing, now it's possible to have a nice comparison of changes

- CamDawg "DS v3.95 from RR, with one minor change" commited as CamDawg

 

Now, this is something which I hope make Mike1072 and DawidW happy.

 

@CamDawg Would you consider takeover this repository and put it into https://github.com/Gibberlings3 ?

Holy crap, I could have saved myself hours of work. Thank you Alien, I'd be delighted to--you've set this up better than I could.


In Topic: What's needed for SCS v31?

16 August 2018 - 08:48 AM

It's on Github right now, so fork away. The largest problem--unless I'm misunderstanding--is that Revised only works if SR is installed (or works under that assumption).

 

I'm working through the Revised changes now. So far the majority are to make the Dispelling Screen/Spell Deflection targeting work; most of the rest are the EET compatibility changes that are already included, and it's lacking a couple of the fixes from BW.

 

It can't form the baseline SCS, though. One consistent thing I've been noticing is that it removes a lot of target-has-SI:X-enabled checks, which is a byproduct of SR removing SI.


In Topic: What's needed for SCS v31?

16 August 2018 - 05:28 AM

I'm now working through the BW fixes; one conflict is in sarevok.tpa:

//end-of-game script - not needed for BGT and EET

     ACTION_IF !(GAME_IS ~bgt eet~) BEGIN
           LAF extend_area_script STR_VAR area=~%Undercity_TempleofBhaal%~ top=dw#end location=resource END
     END

K4thos' EET compatibility fix includes EET in the GAME_IS exclusions (the code above); BWP Fixpack does not.

 

edit: BW fixes are in.