I assume it does, I know Magic Missile has a -511 in that field (or at least did at one point). Exactly what that secret meaning is I'm not sure. If the max targets per level is wrong, find a spell that is targeting the number per level correctly for the spell you are editing, and use that code instead.
part of me wants to learn how to mod, the other part is scared of my wife killing me when I find a way to spend more time in front of the computer. (that cleaver is oh so keen) if i was going to start something, like adding a new battle to an existing map, where is a good place to start learning?
Regarding bardic music sound. I noticed something odd as well when I converted this mess to C#. Check address 0x100fe4f0 in temple.dll for the sound map. Code is as follows: Code: soundIds[0] = 0; soundIds[1] = 20040; soundIds[2] = 20000; soundIds[3] = 20020; soundIds[4] = 20060; soundIds[5] = 20080; soundIds[6] = 20060; instrType = D20Query(performer, Disp_Key_Q_BardicInstrument); return Sound_Local_Obj(evtType + soundIds[bardicSongIdx] + instrType, 1, performer); bardicSongIdx is one of: Code: BM_INSPIRE_COURAGE = 1, BM_COUNTER_SONG = 2, BM_FASCINATE = 3, BM_INSPIRE_COMPETENCE = 4, BM_SUGGESTION = 5, BM_INSPIRE_GREATNESS = 6, BM_SONG_OF_FREEDOM = 7, BM_INSPIRE_HEROICS = 8 The only condition that implements a handler for Q_BardicInstrument is the item condition "Bardic Instrument". It returns the 1st condition arg as the bardic instrument index. Given the sound mapping in snd_spells.mes, those instrument indices should be as follows: Code: // Countersong {20000}{spells\Counter_song_male.WAV} // Singing {20001}{spells\Counter_song_male_end.WAV} // Singing End {20002}{spells\Counter_song_drum.WAV} // Drum {20003}{spells\Counter_song_drum_end.WAV} // Drum End {20004}{spells\Counter_song_flute.WAV} // Flute {20005}{spells\Counter_song_flute_end.WAV} // Flute End {20006}{spells\Counter_song_horn.WAV} // Horn {20007}{spells\Counter_song_horn_end.WAV} // Horn End {20008}{spells\Counter_song_Mandoline.WAV} // Mandolin {20009}{spells\Counter_song_mandoline_end.WAV} // Mandolin End 0 = Singing 2 = Drum 4 = Flute 6 = Horn 8 = Mandolin Now someone would have to check if that's the case for the protos of the bard instruments heh (I almost bet that the function I pasted above is just missing a times 2 multiplier for the instrument type).
With singing, suggestion and courage just have "singing" sound files, but competance, counter song, and fascinate have male singing AND female singing sound files that I could find by unpacking. How does that get determined in the code? Does it even? Also inspire greatness, inspire heroics, and song of freedom - I didn't see any sound files for these? I'm also not seeing sounds.mes including entries for these. Do we just not have files for those songs? Also, where is the "song end" sound calculated? The one you posted looks like it only applies for the start of the song, would want to make sure the end sound is also calculated right. Edit: Looking at the protos now Code: Name | Proto | Bardic instrument Drum | 12562 | 1 Masterwork Drum | 12585 | 1 Drums of Panic | 12590 | 1 Flute | 12561 | 2 Masterwork Flute | 12584 | 2 Horn | 12563 | 3 Masterwork Horn | 12586 | 3 Horn of Blasting | 12588 | 3 Horn of Fog | 12589 | 3 Horn of Goodness | 12604 | 3 Horn of Evil | 12605 | 3 Mandolin | 12564 | 4 Masterwork Mandolin | 12587 | 4 Mandolin of Charming | 12673 | 4 Edit2: We have additional bardic instruments in the game! Code: Pipe of Pain | 12666 | 2 Pipe of Haunting | 12667 | 2 Also, we have 2 items that are not bardic instruments but could make sense to be. Would it make sense to make these into wieldable instruments? If so what would need to be updated in the proto so they work correctly as an instrument? Code: Chime of Opening | 12008 Chime of Interruption | 12654 One unrelated thing. I finally saved up enough gold to purchase the staff of life from Mother Screng, which boasts 50 charges that I can cast Heal and Raise Dead with, according to the description. The staff of life does not show up in the radial menu of my character at all, so I am unable to use it for anything than a fancy walking stick. I'd like to lodge a complaint for false advertising! Edit: Not a bug, thanks for pointing this out Doug! Another unrelated note, when I level a rogue to level 10 for the rogue bonus feats, it looks like the bonus feats are not being obtained correctly. See attached image, those certainly shouldn't be rogue bonus feats.
Ah thanks, I was unaware. Is anyone else getting .. inconsistent results when executing full attacks? Sometimes, if my attack were to kill or knock out the enemy, the rest of the attacks automatically hit that same enemy. Sometimes, I get control over choosing the targets of my remaining full attacks. Sometimes, I am unable to choose unconscious enemies as attack targets, and sometimes I can. I'm seeing the same behavior with enemies, where if they attack my PC and knock him out, they don't use their remaining attacks to kill the PC.
You can target umconcscious with an explocitly selected attack from radial menu. Tge autoattack will avoid it to prevent wasting attacks by accident. Likewise autoattack will halt the attack sequence if the ebemy is downed.
@WinstonShnozwick I went and checked the protos, what you would have to check is the Bardic Instrument argument at the back of protos.tab: That is the number that is used in that equation above as the "instrType". Since it's obviously not in increments of two, the equation is wrong, it needs to multiply the instrument index by 2 to get the right sound. This shit has been in vanilla for ages hasn't it?
I'd say Chimes most definitely fit into the percussion section, therefore they should be considered Drums if they are changed to be instruments - there is no indication in the rules that suggest they can be played as instruments at all, probably because 'using' this item basically means making the item chime - so playing it as an instrument would be expending charges unnecessarily.
The values I gave were from protos.tab as argument 1 of the "Bardic Instrument" condition in the proto. Essentially I confirmed that the instrument values were all correct from what you said in your first post. Did I misinterpret you? So the equation would need to multiply the instrument by 2 for the start sounds. There is probably a similar error for the end song sounds. I can't say for sure how long it has been in the game, I don't remember the last time I played a bard to observe this, much less in a game that was unmodded. Fair enough, no need to change those. @Full attacks: No cleaving abilities on any of my characters. But it is still inconsistent in that sometimes when I have full attacks remaining, I can target enemies, but sometimes, I can't target enemies. And the enemies don't utilize their full attacks to finish off my unconscious characters.
It's been a while since my last play through, but I remember having to take special care to drop every single Gnoll anywhere close to my downed characters if I didn't want them killed...