01-10-2004, 10:51 AM | #31 | |
Manshoon
Join Date: February 28, 2003
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Quote:
BTW, my offer to help you convert them into a WeiDU mod still stands, if you're interested. [img]smile.gif[/img]
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01-11-2004, 02:22 AM | #32 | |
Ironworks Moderator
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Quote:
On a side note, updates. |
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01-11-2004, 11:47 AM | #33 | ||
Manshoon
Join Date: February 28, 2003
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Quote:
On a side note, updates. [/QUOTE]Well, you could try a shorter summary for the in-game description, and then a longer, more detailed description for the readme. Here's how Cierrek displays the description in the game: Quote:
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01-11-2004, 02:32 PM | #34 |
Ironworks Moderator
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icelus, you might want to quote instead of code. [img]tongue.gif[/img]
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01-15-2004, 09:05 AM | #35 |
Ironworks Moderator
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Out of curiosity... who else is still reading this thread besides icelus? Coz you know, it's so lonely. [img]tongue.gif[/img]
I'm still open to suggestions about what you want included in the AI Script... you know... something that I may have missed out... I am willing to answer any queries you might have too... anything? Anyone? IWD_Arch: Prefers range over melee. Will retreat when necessary and make use of heals and cures. Handles a limited range items. Suitable for pure archers. IWD_Pala: Prefers melee over range. Will make use of heals and cures. Handles a lot of items. Makes use of Priest spells where applicable. Suitable for melee oriented warriors. On a side note... how many of you would like an "Improved Kaylessa" mod? |
01-16-2004, 06:19 AM | #36 |
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Posting to boost my morale... somewhat.
The IWD_C-R is complete. Complete in the sense that I think I have covered all the oft-used spells a seasoned IWD player will bother to memorise in his/her's Cleric/Ranger/Druid's spell slots. IWD_C-R: Prefers range over melee. Will retreat when necessary and make use of heals and cures. Makes use of Priest spells where applicable. Suitable for Clerics, Druids and Cleric/Rangers. In The Upcoming Update: ---- I have discovered a logical bug in the IWD_C-R's handling of spells that deal with specific alignments. For example, Holy Smite. This has been rectified and will be included in the next update. The code blocks handling healing has been slightly modified to prevent the Char from being in script-lock when the person they want to heal is swarmed. They will attempt to equip a melee weapon beforehand when they want to heal somebody. |
01-18-2004, 08:49 AM | #37 |
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Bleah, not much I can do about the script lock. It's either they try to bee in to the injured, or stagger to the injured.
Mucho updates/upgrades. The one I personally like the most is the ability for the Char to use items from his/her Potion Bags and Scroll Cases. |
01-19-2004, 12:26 AM | #38 | |
Manshoon
Join Date: February 28, 2003
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Quote:
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01-19-2004, 12:07 PM | #39 |
Zartan
Join Date: May 20, 2003
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Im reading!
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01-19-2004, 10:00 PM | #40 |
Ironworks Moderator
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Note! There is some sort of bug in the game where a character that has Regeneration (whether from items or spells) is considered STATE_DISEASED. This means that Chars who under the effects of Regeneration will think that they are diseased, will not cast spells, and attempt to drink any Philter of Purification or Mummy's Tea. I will try to remedy this problem by the next update.
Secondly, EquipItem() apparently only works properly in Baldur's Gate 2. The graphics will show as though the Char has equipped the appropriate weapon, but in reality, you still need to manually select the weapon before the Char is using it. It will be removed in the next update. Spellcasters are going to have higher restrictions on whether it is appropriate to cast on a target in the next update. Magic Resistance must not exceed 25% and for spells that target a single creature and have a saving throw, the creature's saving throw must be sufficiently bad enough to allow for a 75% chance of success. I am toying with the idea of implementing Turn Undead, but so far, despite having Level 16+ Turn Undead, I still could not turn any Undead on the Burial Isle, so I am wondering whether it is worth the effort. |
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