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developers:mods [2015/07/09 09:22]
lynxlynxlynx [Easy]
developers:mods [2017/11/24 17:39] (current)
lynxlynxlynx [Medium] added race
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 Separated by difficulty/​time requirement. If you don't know how doable is your idea, just write it here and someone else will categorise it. Separated by difficulty/​time requirement. If you don't know how doable is your idea, just write it here and someone else will categorise it.
  
-The completed mods mentioned here can be downloaded from [[https://​github.com/​lynxlynxlynx/​gemrb-mods|a central repository]].+The completed mods mentioned here can be downloaded from [[https://​github.com/​lynxlynxlynx/​gemrb-mods|a central repository]]. Check their individual pages for more information.
  
 ===== Trivial ===== ===== Trivial =====
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   * divine spellcaster classes with sorcerer style spellcasting -   * divine spellcaster classes with sorcerer style spellcasting -
     * just set the booktype to 3 in the gemrb clskills.2da (caveat: it will affect every npc with that class)     * just set the booktype to 3 in the gemrb clskills.2da (caveat: it will affect every npc with that class)
-  * [[https://​github.com/​lynxlynxlynx/​gemrb-mods/​tree/​master/​wisdom-xp-mod|wisdom based xp bonus like in pst]] (done)+  * [[https://​github.com/​lynxlynxlynx/​gemrb-mods/​tree/​master/​wisdom-xp-mod|wisdom based xp bonus like in pst]] <wrap download>​done</​wrap>​
   * maximum hitpoint rolls in bg1   * maximum hitpoint rolls in bg1
-    * just add "​Maximum HP=1" to baldur.ini+    * just add "​Maximum HP=1" to gem-baldur.ini ​(baldur.ini((whatever the game uses)) if it doesn'​t exist yet)
   * different boni for weapon styles ​   * different boni for weapon styles ​
-    * just edit override/ws*.2da as you see fit+    * just edit unhardcoded/ws*.2da as you see fit
   * different wild surges   * different wild surges
-    * just edit override/​wildmag.2da+    * just edit unhardcoded/​wildmag.2da
       * replace spell resrefs with your own and/or add modifiers       * replace spell resrefs with your own and/or add modifiers
         * check Scriptable::​HandleHardcodedSurge to see how the extra modifiers work (+ and all the numbers)         * check Scriptable::​HandleHardcodedSurge to see how the extra modifiers work (+ and all the numbers)
   * spell icon sorting in the action bar   * spell icon sorting in the action bar
-    * just edit override/​shared/​spldisp.2da+    * just edit unhardcoded/​shared/​spldisp.2da
   * some small usability improvements   * some small usability improvements
     * set GUIEnhancements to 127 in the gemrb config (see the man page for details)     * set GUIEnhancements to 127 in the gemrb config (see the man page for details)
   * different damage and/or XP boni/mali for game difficulty levels ​   * different damage and/or XP boni/mali for game difficulty levels ​
-    * just edit override/​difflvls.2da as you see fit+    * just edit unhardcoded/​difflvls.2da as you see fit 
 +  * simplified "​concentration"​ ala ToBEx — just set SimplifiedDisruption=1 in gemrb.ini
   * autocast any memorized self-targetting spells on rest (stoneskin anyone?)   * autocast any memorized self-targetting spells on rest (stoneskin anyone?)
     * add their resref to splspec.2da and use a value of 8     * add their resref to splspec.2da and use a value of 8
 +  * game is not over if protagonist dies (only if the whole party does)
 +    * in gemrb/​GUIScripts/​bg*/​MessageWindow.py change protagonist mode from 1 to 2 (''​GemRB.GameSetProtagonistMode(2)''​)
  
 ===== Easy ===== ===== Easy =====
   * monk/​sorcerer kits: normal kit process for creation   * monk/​sorcerer kits: normal kit process for creation
     * barbarian kits are not possible, since they are fighter kits themselves     * barbarian kits are not possible, since they are fighter kits themselves
-  * [[https://​github.com/​lynxlynxlynx/​gemrb-mods/​tree/​master/​better-combat-feedback|how/​iwd2 style enhanced combat output in other games]] ​(done)+  * [[https://​github.com/​lynxlynxlynx/​gemrb-mods/​tree/​master/​better-combat-feedback|how/​iwd2 style enhanced combat output in other games]] ​<wrap download>​done</​wrap>​
   * different monk ac/apr progression   * different monk ac/apr progression
-    * just change ​gemrb/​override/​bg2/​monkbon.2da+    * just change ​unhardcoded/​bg2/​monkbon.2da
   * quickload button on the startup screen for the games that lack it   * quickload button on the startup screen for the games that lack it
     * edit start.chu to add the button     * edit start.chu to add the button
     * edit all the Start.py scripts to use it and make it quickload (see iwd2 for the code)     * edit all the Start.py scripts to use it and make it quickload (see iwd2 for the code)
   * different layout for the PST modron maze   * different layout for the PST modron maze
-    * change ​gemrb/​override/​pst/​easymaze.2da (or others when they become available)+    * change ​unhardcoded/​pst/​easymaze.2da (or others when they become available)
     * for more complications also change gemrb/​GUIScript/​pst/​Maze.py     * for more complications also change gemrb/​GUIScript/​pst/​Maze.py
   * new feats for iwd2   * new feats for iwd2
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       * if you want something more complex like Critical Strike, code changes will be needed, pushing this into the hard category       * if you want something more complex like Critical Strike, code changes will be needed, pushing this into the hard category
   * new formations:   * new formations:
-    * edit/​extend ​override/​*/​formatio.2da (the easiest way by modifying admin/​make_formation.py)+    * edit/​extend ​unhardcoded/​*/​formatio.2da (the easiest way by modifying admin/​make_formation.py)
   * spontaneous casting for other games or spellbook types (in iwd2 it works only for cleric spells, not even domain):   * spontaneous casting for other games or spellbook types (in iwd2 it works only for cleric spells, not even domain):
-    - in GUICommonWindows.py, function SpellShiftPressed:​ delete intro cleric type constraint +    - create a table like sponcast.2da (iwd2) with the target replacement spells 
-    - and decompose Type for GetSpellinfoSpells a few lines below (basically ​the function should get log2 of Type) +    - put its name in the SPONCAST column ​of unhardcoded/​*/​clsskills.2da for whichever class you want 
-    ​- (add sponcast.2da for new games)+  * more racial enemies in iwd2 
 +    ​* just extend unhardcoded/​iwd2/​haterace.2da (IDS column is from [[http://​gemrb.org/​iesdp/​files/​ids/​iwd2/​race.htm|race.ids]]) 
 +    * add new strings for name and description as necessary (column 1 and 3)
  
 ===== Medium ===== ===== Medium =====
 +  * a new race
 +    * add all the required text strings (races.2da)
 +    * decide which avatars will be (re)used and calculate the animation ids
 +    * decide which-if-any bonuses the race will grant (original 2das + dsrace.2da)
   * subraces in bg2   * subraces in bg2
     * write a new guiscript with a borrowed window pack from the kit selection     * write a new guiscript with a borrowed window pack from the kit selection
     * add subrace boni/mali     * add subrace boni/mali
   * new multi/dual class choices   * new multi/dual class choices
-    * [[https://​github.com/​lynxlynxlynx/​gemrb-mods/​tree/​master/​sorcerer-monk|sorcerer/​monk]] ​(multiclass ​mostly ​done) +    * [[https://​github.com/​lynxlynxlynx/​gemrb-mods/​tree/​master/​sorcerer-monk|sorcerer/​monk]] ​<wrap download>​multiclass done</​wrap><​wrap todo>​dualclass TODO</​wrap>​ 
-    * [[https://​github.com/​lynxlynxlynx/​gemrb-mods/​tree/​master/​sorcerer-monk-cleric|sorcerer/​monk/​cleric]] ​(multiclass ​mostly ​done)+    * [[https://​github.com/​lynxlynxlynx/​gemrb-mods/​tree/​master/​sorcerer-monk-cleric|sorcerer/​monk/​cleric]] ​ <​wrap download>​multiclass done</​wrap><​wrap todo>​dualclass TODO</​wrap>​
     * update a bunch of tables in the gemrb and game overrides (classes.2da and clskills.2da being the most important)     * update a bunch of tables in the gemrb and game overrides (classes.2da and clskills.2da being the most important)
       * the MULTI column can be computed with this formula: 1<<​(ID1-1)|1<<​(ID2-1)|1<<​(ID3-1) (where the ids are the singleclass values in the ID column)       * the MULTI column can be computed with this formula: 1<<​(ID1-1)|1<<​(ID2-1)|1<<​(ID3-1) (where the ids are the singleclass values in the ID column)
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   * character name generator   * character name generator
     * the only reason this is under medium and not easy is the fact that you have to create a long list of possible names or words and combination rules     * the only reason this is under medium and not easy is the fact that you have to create a long list of possible names or words and combination rules
 +  * Limit the number of attacks based on the Weapon'​s Speed Factor. A combat round is split into 10 segments. When a weapon has a SF of 7, supposedly you need a time of 7/10 of a round in order to swing it because it is heavy. How is it possible to swing it 4 times in that time ? I would love to limit the APR based on the weapon'​s SF. That way, you need a weapon with a SF <= 5 in order to have 2 APR, a SF <= 3 to have 3APR, etc.
 +    * check balance, warrior APR bonus and spell effect interference
  
 ===== Hard ===== ===== Hard =====
-  * **[[http://​gibberlings3.net/​forums/​index.php?​showtopic=27138|10 player parties (done)]]** +  * **[[https://​github.com/​lynxlynxlynx/​gemrb-mods/​tree/master/10pp|10 player parties]]*<wrap download>​done</​wrap>​
-    * fix the game scripts with the 10pp mod in this repo: https://​github.com/​lynxlynxlynx/​gemrb-mods +
-    * //the game gui is already ready for this change, you just need a big enough resolution/+
-    ​change MaxPartySize in your config+
   * making infravision useful - decrease the visual and other ranges in the dark   * making infravision useful - decrease the visual and other ranges in the dark
     * this one would require engine and possibly ingame script changes     * this one would require engine and possibly ingame script changes
developers/mods.1436433735.txt.gz · Last modified: 2015/07/09 09:22 by lynxlynxlynx