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May 27 2011, 06:39 AM
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#1
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![]() Mod Developer Posts: 210 Joined: 3-December 05 |
After all this years, it's good to start a new thread
Side work: - Monsters : preparation task (sort, group, and find stats) : 100% - AI script (complete rework in progress) : 50% Main component: - BG1 Monsters : 10% - BG2 Monsters : 0% - BG1 Adventurers: 0% - BG2 Adventurers: 0% At this moment, it seems that I undo some of my previous work (compared to old progress report). This is true, but it isn't the same quality, it is a lot higher now. With my new own tools and material, I'll be able to work 5 times faster on main components later on and still get an overall better result. This post has been edited by aigleborgne: Jun 22 2011, 06:41 AM |
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Jan 11 2012, 06:10 PM
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#2
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![]() Mod Developer Posts: 210 Joined: 3-December 05 |
I have migrated all monster scripts and while it is far better, I still think I can make an improvement.
I am implementing a template system for monsters. Basically, there is a default behavior for a monster script, then it can be altered with keyword or partial block codes. For example, this is the most simple monster script: CODE // Elemental [monster=race(ELEMENTAL),walk] [generate] A monster with one ability: CODE // Lesser Basilisk [monster=race(BASILISK),walk] [section=beforeCombat] [reallyForceSpell=Petrification] [generate] A monster with abilities and spells: CODE // Death Knight [monster=class(DEATHKNIGHT),smart] [section=beforeTracking] [reallyForceSpell=Death Knight Spell Turning] [action=timer(ja#detect,24),forceSpell(Detect Invisibility);requireSelf=nodisablecheck,nomem] [section=beforeCombat] [reallyForceSpell=Demon Knight Fear] [action=forceSpell(WIZARD_TRUE_DISPEL_MAGIC,remove)] [action=forceSpell(DEATHKNIGHT_FIREBALL,remove)] [action=forceSpell(WIZARD_POWER_WORD_KILL),remove(WIZARD_POWER_WORD_KILL,WIZARD_POWER_WORD_STUN,WIZARD_POWER_WORD_BLIND);require=random(50)] [action=forceSpell(WIZARD_POWER_WORD_STUN),remove(WIZARD_POWER_WORD_KILL,WIZARD_POWER_WORD_STUN,WIZARD_POWER_WORD_BLIND);require=random(60)] [action=forceSpell(WIZARD_POWER_WORD_BLIND),remove(WIZARD_POWER_WORD_KILL,WIZARD_POWER_WORD_STUN,WIZARD_POWER_WORD_BLIND);require=random(20)] [action=forceSpell(Symbol of Pain),remove(Symbol of Pain,WIZARD_SYMBOL_FEAR);require=random(75)] [action=forceSpell(WIZARD_SYMBOL_FEAR),remove(PAIN,WIZARD_SYMBOL_FEAR);require=random(75)] [action=forceSpell(Wall of Ice)] [generate] As you can see, it is very easy to read. Scripts are very short, so less potential bugs. I've started to work on this, should be finished next week or maybe this week. In the meantime, I'm adding new monsters relating to shapeshift. Once everything is done, I will have to test again, one by one, all monsters. I expect to release a new version in 2 months. This version will be compatible with BGT (finally) ! |
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aigleborgne Progress report (2011+) May 27 2011, 06:39 AM
aigleborgne Currently on Death Knight (aka Demon Knight).
It i... Jun 22 2011, 06:46 AM
aigleborgne Haven't finished Death Knight tonight finally ... Jun 22 2011, 09:17 PM
aigleborgne Not many updates these days, I'm pretty tired ... Jul 5 2011, 06:36 PM
aigleborgne I'm back in modding!
Finally, I didn't... Sep 5 2011, 11:57 AM
Salk Nice to see you back in action! :thumb: Sep 9 2011, 12:31 PM
aigleborgne Hello,
Already late, but I have 3 weeks at home r... Sep 20 2011, 08:09 AM
aigleborgne I have definitly finished and tested 2 monsters:
-... Sep 30 2011, 10:09 AM
aigleborgne Now finished:
- Bear
- Crawler
- Cat
- Dog
- Const... Oct 2 2011, 11:53 AM
aigleborgne I have finished to test and package all monsters u... Oct 4 2011, 02:16 PM
aigleborgne Back to work, so less time to mod.
Right now, I en... Oct 12 2011, 06:53 PM
aigleborgne aTweaks is gonna make enhanced monsters obsolete, ... Oct 25 2011, 10:05 PM
aigleborgne After long considerations, I confirm that my mod w... Oct 26 2011, 06:06 PM
aigleborgne I am currently rebuilding my mage scripts with Spe... Oct 30 2011, 10:17 AM
aigleborgne I have finished all cleric and druid scripts.
For ... Nov 1 2011, 12:58 PM
aigleborgne I have finished mage spellbooks up to spell level ... Nov 5 2011, 08:58 AM
aigleborgne I was busy on my real life last month but I found ... Dec 27 2011, 06:36 PM
aigleborgne I am highly motivated these days and I even work o... Dec 29 2011, 07:43 AM
Salk These are great news, aigleborgne!
Thanks for... Dec 29 2011, 09:18 AM
aigleborgne Yeah, I gave up Divine Remix too.
Regarding SR, I ... Dec 29 2011, 06:10 PM
aigleborgne I still plan to release something this week-end.
I... Jan 5 2012, 09:08 PM
aigleborgne This is it, first release is done :)
Next release... Jan 7 2012, 06:51 PM
Salk The script looks really neat!
And great news ... Jan 12 2012, 11:28 AM
aigleborgne I've finished my refactoring.
I've started... Jan 17 2012, 07:20 AM
aigleborgne Things are doing well :)
I've finished several... Jan 23 2012, 12:59 PM
aigleborgne I'm glad to have time to work on my project th... Feb 3 2012, 12:27 PM
aigleborgne I'm closed to release alpha v0.2.
Only 2 monst... Feb 10 2012, 07:23 AM
aigleborgne Before finishing Hobgobelin and Kobold, I'm do... Feb 15 2012, 12:29 PM
aigleborgne Hard Times is now part of my install.
I have spent... Feb 20 2012, 12:08 PM
aigleborgne I have worked a bit these last weeks and I have do... Mar 12 2012, 01:10 PM
Salk Sounds good. In BG1 Ogra Mages were rather scary a... Mar 14 2012, 03:53 PM
aigleborgne I have almost finished all ogres (will be finished... Mar 26 2012, 12:05 PM
Salk This update is really interesting.
Ogres are some... Apr 5 2012, 03:18 PM
aigleborgne This update is really interesting.
Ogres are some... Apr 7 2012, 07:28 AM![]() ![]() |
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