-
Posts
4,003 -
Joined
-
Last visited
About lynx
- Birthday November 21
Profile Information
-
Gender
Male
-
Location
Ljubljana, Slovenija
-
Mods Worked On
mostly GemRB & its mods, IESDP, widescreen
Contact Methods
-
Website URL
https://ebm.si/en/#donate
Recent Profile Visitors
23,536 profile views
lynx's Achievements
-
Three things: - movement rate is defined per animation type in moverate.2da - when missing, the frame count of the first walking animation is used (this is currently the case for the pc) - how that converts to pixel speed is determined by the empirical StepTime parameter in gemrb.ini You can set the drawing FPS for everything in your config file (CapFPS key). That would mean doubled frames if the animation is at just 15 FPS, otherwise more will be displayed.
-
[EE] How-to: Editing your save game via the console
lynx replied to CamDawg's topic in Modding How-Tos and Tutorials
Nothing wrong, but these stats are set via effects, not saved in the CRE file in the same way as e.g. hitpoints. So you'd have to craft a special spell and apply that. -
No, bg1 uses drmtxt*.2da files.
-
1. Does or gets? You can change the TURNUNDEADLEVEL stat via an opcode, which will influence the strength of the turning. It's a bonus/malus on top of the strength given by class levels. So you can't change the whole calculation. I'm pretty sure you can't affect at which level they get the ability either. 2. Impossible.
-
[QUESTION] Class based experience bonus based on a particular ability score?
lynx replied to a.greene's topic in Modding Q&A
PST has a nice table for that, but it's not class based. Perhaps you could modify the target's xp with the effect, but that would still then apply for everyone and would do nothing for party xp. So firmly in the tobex/eeex/gemrb territory. -
You can dual into a kit in bg1 — into specialist mages. The clabs will also be applied if AddKit or AddSuperKit is used.
-
clab files support the RA_ prefix to remove abilities, but it might be only available only in iwd2, I'm not sure. It would simplify things, but other than that, I don't think it matters if you put it into the global list or the payload list with target self.
-
Submit item ideas here! [G3 Community Item Pack]
lynx replied to CamDawg's topic in Miscellaneous Released Mods
I don't know why it would need an out of game description, it's just a (slightly cursed) lucky pair of shoes. The counterbalance is there, so it's not too powerful for a fresh level 1 character and to demonstrate the repeating effect opcodes. -
Submit item ideas here! [G3 Community Item Pack]
lynx replied to CamDawg's topic in Miscellaneous Released Mods
@jmerry you missed that it outright gives a luck bonus, the hidden stuff is just for laughs and balance. It's meant to be a Pale justice sort of missable item, that's why it reuses the worn boots images and has a bland description. -
Seems like you reimplemented a subset of what liquid and other templating solutions offer — seems odd.
-
PATCH_IF (flags BOR BIT6) BEGIN PATCH_IF ( (flags & 4) = 4 ) BEGIN grrr @ forum, but that part of the code looks suspicious. Why two checks?
-
It'd be in an ai script like any other (dplayer3 iirc), so you could inspect the value of the stat at runtime.
-
Create a script and have it print something when you press a hotkey. You can cover all 10 cases by just having several blocks (like an unrolled loop) and checking the stat via CheckStat.
-
Submit item ideas here! [G3 Community Item Pack]
lynx replied to CamDawg's topic in Miscellaneous Released Mods
@Prof Errata are you saying they're already made? I realized today there are many gems in the games, yet no topaz. -