Also try to keep it proportional to the dimensions that have just been mentioned, otherwise, the image will be "squeezed" and may look distorted. Images can be larger than that, but no wider than 1024 pixels. Keep it at a minimum of 169x266, to prevent blurred images. You can use a single large portrait, which will be resized to fit the other screens. You can save images in this format using practically any image editor such as MSPaint, Adobe Photoshop or GIMP. Portraits for IWDEE are 24-bit bitmaps (.BMP). here and here), I've decided to make a thread about this subject. A speed of 1 is fastest, and a speed of 255 is slowest.ĭamages the target by the value specified by the Damage Amount field, with the damage type specified by the Type field.Having seen this question several times already (see for e.g. The Location and Speed field is handled as follows:Ī speed of 0 does not pulsate. If the colour values are all set to 0, the glow effect only occurs if the creature is in darkness outside at night, inside a building, or standing in shadows. Pulses the area specified by the Location field, at the rate specified by the Speed field, with the colour specified by the RGB Colour field. The RGB Colour field is handled as follows: (21 groups of 8 indexes, each shared by a different combination of two locations)Īlters the colour of the area specified by the Location field, to the colour specified by the RGB Colour field. (7 groups of 12 indexes, each exclusive to one location) Index 0–3 are reserved for Transparency and Shadows, they are not replaced.Palette indexes will be replaced by the gradient specified for those locations: The names already listed for some of these locations in IESDP are accurate, as they correspond to their general use in the vanilla game, but all 7 slots can be used for each item, provided their BAM file makes use of them.+16 for weapons, +32 for shields, +48 for helmets. While these colors are arbitrary, they best represent the palette used in animation/paperdoll BAMs by default (before being recolored), so you can look at the BAM file and know which colors will be replaced. Near Infinity lists them as Grey, Cyan/Teal, Magenta/Pink, Yellow, Red, Blue, and Green.Each Item Type has 7 slots/locations, corresponding to a different set of Palette indexes that they will replace.255 ⟶ Whole Body (at least in IWD2 and EEs).20 ⟶ Grip (usually not visible as it's in the characters hand).05 ⟶ Armor colour (and major trimming on robe – cross trim and cape trim on Robe of Archmagi).04 ⟶ Strap colour (on armour) or minor trimming (on robes – the centre strip down a robe and the hem on some robes).00 ⟶ Belt Buckle (on armour) or amulets (on robes) – entire body for some animations.Same as 5, but target does not display any string.Īlters the colour of the area specified by the Location field, to the colour gradient specified by the Gradient Number field.Same as 4, but target does not display any string.Same as 3, except:ġ004 ⟶ Controlled by Cleric (no Feedback) Maintains Portrait Icon Domination on the target.ġ003 ⟶ Hostile Domination.Same as 1, but target does not display any string.ġ002 ⟶ Neutral Domination.Same as 0, but target does not display any string.Maintains ENEMY on the target (regardless of casters Allegience).Maintains Portrait Icon Dire Charm on the target.Maintains ENEMY on the target if the caster is NOTGOOD.Maintains CONTROLLED on the target if the caster is GOODCUTOFF.Sets targets allegiance to EVILCUTOFF if the caster is NOTEVIL.Sets targets allegiance to GOODCUTOFF if the caster is EVILCUTOFF.Effect ends if the creature is attacked by GOODCUTOFF.Maintains Portrait Icon Charm on the target.
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