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developers:mods [2015/09/09 11:33]
lynxlynxlynx [Trivial]
developers:mods [2017/11/24 17:39] (current)
lynxlynxlynx [Medium] added race
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   * game is not over if protagonist dies (only if the whole party does)   * 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)''​)     * in gemrb/​GUIScripts/​bg*/​MessageWindow.py change protagonist mode from 1 to 2 (''​GemRB.GameSetProtagonistMode(2)''​)
-  * more racial enemies in iwd2 
-    * just extend unhardcoded/​iwd2/​haterace.2da 
  
 ===== Easy ===== ===== Easy =====
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   * [[https://​github.com/​lynxlynxlynx/​gemrb-mods/​tree/​master/​better-combat-feedback|how/​iwd2 style enhanced combat output in other games]] <wrap download>​done</​wrap>​   * [[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):
     - create a table like sponcast.2da (iwd2) with the target replacement spells     - create a table like sponcast.2da (iwd2) with the target replacement spells
     - put its name in the SPONCAST column of unhardcoded/​*/​clsskills.2da for whichever class you want     - put its name in the SPONCAST column of unhardcoded/​*/​clsskills.2da for whichever class you want
 +  * 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
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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 =====
developers/mods.1441798381.txt.gz ยท Last modified: 2015/09/09 11:33 by lynxlynxlynx