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New Opcodes, Triggers, and Actions, oh my!

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I'm no @bengoshi , but I figured that I would try to put together what is known about new opcodes/actions/triggers/etc that will be rolling with the 2.0 release, and speculate their use. Join the Beta Grammar, you say? Yes, I should do that, but I'll just be spending my time tinkering with different opcodes. I would be no use.

Anyway, most of my information will be coming from here:

https://forums.beamdog.com/discussion/47588/change-log-for-v2-0#latest

Also, checking the Tobex readme:

http://www.shsforums.net/topic/48114-tobex-modder-reference/

Opcodes:

- Opcode 232 (Cast Spell On Condition) now supports spell states as conditions

So, if you're confused, charmed, etc. Very cool.

- Opcode 144 can now disable access to the inventory screen when param2 is set to 15

- New Opcode: Make Unselectable (Opcode 365)

Interesting. This is the highest opcode number found in the log as far as I can see. DLTCEP (in BGEE) maxes out pretty much at 342 with 360 being something about "breaking point". Some of the slots in between will likely be unused, but we might see maybe 15 or so usable opcodes or so (pretty wild guess, but eh).

- New Opcode: Saving Throw vs. School (Opcode 346)

Maybe this has something to do with externalizing specialist bonuses? In any case, it's a welcome addition.

- New Opcode: Selective Enchantment Bonus (Opcode 344)

There was a blurb about the magic weapon affecting equipped weapons rather than creating new ones. Perhaps they use this opcode?

Actions

- New Action: MoveToObjectOffset()

- New Action: DisplayStringPointLog()

- New Action: DisplayStringHeadNoLog()

Maybe this displays text overhead?

- New Action: SetGlobalTimerRandom()

- ForceRandomEncounter("") now clears the queue of forced encounters


Triggers

- (TobEx) New Trigger: ImmuneToSpellLevel() (17273)
From Tobex Readme:

"Returns true if the target creature specified by Object is protected from spells of power Level. This returns true for both Protection from Spell Levels (102) and Decrementing Spell Immunity (201) effects."

- New Trigger: StoryModeOn()

- New Trigger: OriginalClass(O:Object*, I:Class*CLASS)

I know that @subtledoctor was interested in something like this...

- New Trigger: ClassLevel()

- New Trigger: IsForcedRandomEncounterActive()

Externalizations:

- (TobEx) NPC reactions to pick pocket attempts have been externalized to PPBEHAVE.2da

OKay, this has a lot of cool potential. Tobex appears to do this via trigger/action commands. In any case, I'd love to get a peek at that 2da!

- (TobEx) The effects of the default bard song have been externalized to BARDSONG.spl

Was already pretty moddable, but cool.

- Status icons have been externalized to STATDESC.2da and can support any spell icon

Okay, if this means what I think it means, I'll be pretty happy. I'm assuming, maybe wrongly, that this will allow us to easily create portrait status icons. I could be wildly mistaken.

- (TobEx) Spellcasting failure due to damage has been externalized to CONCENTR.2da

Very cool. Here is everything Tobex has to say about the matter:

"Option: TobEx gives the option of implementing a concentration check affecting spellcasters being hit. Instead of always being interrupted when hit, spellcasters have a chance of their spells being interrupted. In the current implementation, a spellcaster passes the concentration check if:

(1D20 + luck) > (spell level + damage taken)

Option: TobEx gives the option of not interrupting a creature's spellcasting if a creature takes zero damage (i.e. immune)"

I wonder if we can tweak this even further. Again, I'd love to get a peek at that 2da.

- Variables in-game can now be set from baldur.lua using SetPrivateProfileString('Global','VariableName','1')

I have no idea what this means!

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