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Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

I have a problem with Tank Viewer,it says Unknown header everytime I try to open a file

Phantasmos's picture

I have a problem with Tank Viewer,it says Unknown header everytime I try to open a file.I was using it few yrs ago and didnt have any problems.So hope someone here knows whats the problem

Phantasmos's picture

thank you Laughing out loud

Phantasmos's picture

also do you know how can I make some monster immune to rebuke? when my char blocks melee attack so he doesnt dmg and stun him? i tried

[state_resistances]
{
knockback = 1.0;
stun = 1.0;

but it doesnt work

and do you know where do I find list of all chance on hit templates to add to my shields,weapons etc?

Sharkull's picture

Look in components.gas for immunities...
http://www.siegetheday.org/?q=node/234

And for item modifiers I believe they are all listed in pcontent.gas

Phantasmos's picture

I just came to ds2 bw part of game and I noticed for first time this crossover items vendor.what are those items? where are they located in logic file? I want to add them to my shop and see them

Phantasmos's picture

does anyone have any idea how do I edit quest rewards to make my characters get +1 bonus skill point or +2 after some quests? or at least edit existing bonuses?

Sharkull's picture

Phantasmos wrote:
does anyone have any idea how do I edit quest rewards to make my characters get +1 bonus skill point or +2 after some quests? or at least edit existing bonuses?

I believe those things are done in flick... look in the flick files for existing quests that give such bonuses.

I think I even had a quest like that in my_test_world... but it's been so long I am not sure.

Phantasmos's picture

ok I will,ty for responding.do you know,how can I make effect that valdis has when attacks me with his sword? like orange swords all around him appear when he attacks,I would like to add that to my char weapon.
and 1 more thing,I saw a pic of dark wizard robe on character,do u have any idea where I can find that mod? or maybe is easy to make characters be able to wear it?

The Dark Wizard robe is from my More Hair Plus mod. Latest version is at: http://www.4shared.com/zip/jpcBS1Ta/BW-More_Hair_Plus_V4.html

Had to upload it off site because it surpassed the 20mb file size limit for uploads here.

Phantasmos's picture

Thank you Smile

Phantasmos's picture

I have a problem:

I want to make my starting human female character have 70 combat magic and 70 nature magic,and 30 skill points to spend,but I cannot make it happen.Tried this:
[t:template,n:base_hero_human_female]
{
doc = "DS2 human female hero base template";
specializes = hero;
[actor]
{
portrait_icon=b_gui_ig_i_ic_c_h-female-001;
is_male = false;
bonus_skill_points = 30;
magic_find_chance = 0.1;

[skills]
{
strength = 0, 0, 12;
dexterity = 0, 0, 11;
intelligence = 0, 0, 11;
combat_magic = 0, 0, 70;
}

but it did not work,I read combat_magic in components.gas and it shows it goes there,but doesnt work.also 30 bonus skill points isnt working either.can someone post how template should be? also how can I add certain items to characters inventory at start of the game? Like here:

[t:template,n:hero_halfgiant]
{
doc = "halfgiant_npc";
specializes = base_hero_halfgiant;
[actor]
{
is_hero=true;
screen_class = "Mercenary";
}
[aspect]
{
model = m_c_gah_amr_suit_hg_a1;
[textures]
{
0 = b_c_gah_hg_skin_01_21_npc;
1 = b_c_gah_amr_suit_hg_a1_011_21;
}
}
[inventory]
{
custom_head = m_c_gah_amr_hlmt_hg_head-01;
[equipment]
{
es_chest = amr_bdy_merc;
es_feet = amr_bot_merc;
es_spellbook = book_glb_magic_01;
es_weapon_hand = dg_1h_tutorial;
}

[pcontent]
{
[gold*] //JMC_GOLD_PENDING
{
chance = 1.0;
max = 100;
min = 100;
}
}
[other]
{
il_spell_1 = spell_ice_tutorial;
il_spell_2 = spell_fire_tutorial;
il_main = bw_sh_tutorial;
}
}
[mark_of_the_prisoner] {}
}

Phantasmos wrote:
I have a problem:

I want to make my starting human female character have 70 combat magic and 70 nature magic,and 30 skill points to spend,but I cannot make it happen.Tried this:
[t:template,n:base_hero_human_female]
{
doc = "DS2 human female hero base template";
specializes = hero;
[actor]
{
portrait_icon=b_gui_ig_i_ic_c_h-female-001;
is_male = false;
bonus_skill_points = 30;
magic_find_chance = 0.1;

[skills]
{
strength = 0, 0, 12;
dexterity = 0, 0, 11;
intelligence = 0, 0, 11;
combat_magic = 0, 0, 70;
}

but it did not work,I read combat_magic in components.gas and it shows it goes there,but doesnt work.also 30 bonus skill points isnt working either.can someone post how template should be? also how can I add certain items to characters inventory at start of the game? Like here:

[t:template,n:hero_halfgiant]
{
doc = "halfgiant_npc";
specializes = base_hero_halfgiant;
[actor]
{
is_hero=true;
screen_class = "Mercenary";
}
[aspect]
{
model = m_c_gah_amr_suit_hg_a1;
[textures]
{
0 = b_c_gah_hg_skin_01_21_npc;
1 = b_c_gah_amr_suit_hg_a1_011_21;
}
}
[inventory]
{
custom_head = m_c_gah_amr_hlmt_hg_head-01;
[equipment]
{
es_chest = amr_bdy_merc;
es_feet = amr_bot_merc;
es_spellbook = book_glb_magic_01;
es_weapon_hand = dg_1h_tutorial;
}

[pcontent]
{
[gold*] //JMC_GOLD_PENDING
{
chance = 1.0;
max = 100;
min = 100;
}
}
[other]
{
il_spell_1 = spell_ice_tutorial;
il_spell_2 = spell_fire_tutorial;
il_main = bw_sh_tutorial;
}
}
[mark_of_the_prisoner] {}
}

i am not gonna copy all your code but here are some things to change

        		bonus_skill_points = 30; //should work but gotta have the characters at level 70 cause wont work on a level 1
		
     			//strength = 0, 0, 12;
                        //dexterity = 0, 0, 11;
                        //intelligence = 0, 0, 11;
                        //combat_magic = 0, 0, 70;
			strength		= (45.8 * #is_normal) + (81.6 * #is_veteran) + (98.5 * #is_elite), 0, 12;  //numbers needs to be changed not sure what a level 70 would have
			dexterity		= (45.3 * #is_normal) + (82.6 * #is_veteran) + (98.3 * #is_elite), 0, 11; //needs to be changed not sure what a level 70 would have
			intelligence	= (145.2 * #is_normal) + (228.3 * #is_veteran) + (294.2 * #is_elite), 0, 11; //needs to be changed not sure what a level 70 would have
			melee			= 0, 0, 0;
			ranged			= 0, 0, 0;
			combat_magic	= (70.0 * #is_normal) + (83.1 * #is_veteran) + (98.1 * #is_elite), 0, 0;
			nature_magic	= 70, 0, 0;
			uber			= (70 * #is_normal) + (83.3 * #is_veteran) + (98.9 * #is_elite), 0, 0;

  
as for the starting inventory -


	[inventory]
	{
			[pcontent]
        	{
			[gold*]  //JMC_GOLD_PENDING
			{
				chance = 1.0;
				max = 900000; // can start with lot of gold change to lower amounts
				min = 900000; // can start with lot of gold change to lower amounts

			}
        	}
		[other]
		{
			il_spell_1 = spell_icebolt_1;
			il_spell_2 = spell_firebolt_1;
			il_spell_3 = scroll_resurrect;
			il_spell_4 = spell_town_portal;
			il_spell_5 = spell_heal_1;
			il_spell_6 = spell_dehydrate; // can do 7, 8, 9, 10 too but ds2 and bw differ, 7 and 8 are buffs in bw, in ds2 they are just secondary spell book slots		
			il_main = bw_sh_tutorial; // il_main is the inventory so can fill it up with whatever
			il_main = dg_1h_dg;			
			il_main = amr_bdy_merc;
			il_main = amr_glv_merc;
			il_main = amr_bdy_ftr_leather:base;
			il_main = amr_bot_merc;
			il_main = amr_hlm_merc;
			il_main = st_mg_ds_tutorial;
			il_main = ce_ar_tutorial;
			il_main = spell_grave_beam_1;
			il_main = spell_jolt_1;
			il_main = spell_earthen_embrace;
			il_main = spell_summon_bracken_defender_1;
			il_main = spell_transmute;
			il_main = potion_rejuvenation_small;
			il_main = potion_rejuvenation_small;
			il_main = potion_rejuvenation_small;			
		}
	}
	

Phantasmos's picture

not working,does succubus modlet has something to do with it maybe? maybe it overrides anything in that part of data cuz it adds new races and all.

Phantasmos wrote:
not working,does succubus modlet has something to do with it maybe? maybe it overrides anything in that part of data cuz it adds new races and all.

Yes

Phantasmos wrote:
not working,does succubus modlet has something to do with it maybe? maybe it overrides anything in that part of data cuz it adds new races and all.

Any mod that modifies the starting characters will have a conflict with any other mod that modifies, changes or adds a new starting character. For example the Cat Mansion Girls and the Succubus will have conflicts. Until the mods which create the starting characters are modified or changed to include all of the starting characters. This may be a problem for you, because most starting character mods state in their readme files that you can not modify them without contacting the creator of the mod. So I would suggest you remove all mods that make new starting characters, before you make yours.

Elf

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