Salk Posted July 6, 2007 Share Posted July 6, 2007 Hello! Please just feel free to correct me and call me stupid but it seems to me that the game doesn't assign penalties for non proficiency when equipping slings and bows. I tested it at game start with a Human Fighter (level 7, base Thac0 14) with average Dexterity and Strenght values (10 and 10) and proficient in some melee weapons and Crossbows. When I equipped a Crossbow, the Thac0 remained the same (correct) but when I equipped a sling and then a bow, I didn't get any penalty thus mantaining Thac0 14 just if I was proficient with those. Please check if what I am saying is correct because I seriously doubt that such an obvious bug might have been always overlooked and I suspect I am just not counting possible bonuses or something like that. Thanks! Link to comment
CamDawg Posted July 6, 2007 Share Posted July 6, 2007 Very nice catch--I was concerned it'd be unfixable, but fortunately it's pretty trivial. I suspected that the proficiency set to 0 on the ammunition was causing the problem and my gut turned out to be correct. I tested three fighters (level 7, stats all 10) with 0, 1, and 5 pips in short bows: Fighter with 0 pips 14 - Nothing equipped 14 - short bow equipped, no arrows (attacks with fist) 14 - short bow + current normal arrows 16 - short bow + arrows w/ short bow proficiency 16 - short bow + arrows w/ long bow proficiency 16 - short bow + arrows w/ nonsensical proficiency value (2) Fighter with 1 pip 14 - Nothing equipped 14 - short bow equipped, no arrows (attacks with fist) 14 - short bow + current normal arrows 14 - short bow + arrows w/ short bow proficiency 14 - short bow + arrows w/ long bow proficiency 14 - short bow + arrows w/ nonsensical proficiency value (2) Fighter with 5 pips 14 - Nothing equipped 14 - short bow equipped, no arrows (attacks with fist) 12 - short bow + current normal arrows 12 - short bow + arrows w/ short bow proficiency 12 - short bow + arrows w/ long bow proficiency 12 - short bow + arrows w/ nonsensical proficiency value (2) So, good stuff. Looking at it a bit more closely, changing the ammunition proficiency to anything but zero will cause the non-prof penalties to work correctly. The same results were obtained for other missile weapons. Link to comment
Nythrun Posted July 7, 2007 Share Posted July 7, 2007 Missile weapons not always displaying proficiency bonus is only a character record bug (and one that fixes itself) - I'd always assumed the non-proficiency malus was the same. We should double check, but changing arrow proficiency will probably break the elven racial bonus and require some .effs added to bows Link to comment
Nythrun Posted July 11, 2007 Share Posted July 11, 2007 Okay, the missing non-proficiency penalty is quite real (and is probably due to proficiency type zero not having any penalties for non-proficiency). The elven bonus is applied by launcher category type, so there's no need to add any .effs (yay!) Two is probably the best choice for the arrow proficiency value, I agree - it didn't make any difference when I tested other values, but let's avoid the glitch with high states in the ToB actor structure It might be nice to macro it, so modders who do not fear WeiDU <185 can fix their arrows easily Link to comment
Salk Posted July 12, 2007 Author Share Posted July 12, 2007 Thanks for looking into this, Cam and Nythrun! Link to comment
devSin Posted July 13, 2007 Share Posted July 13, 2007 Two is probably the best choice for the arrow proficiency value, I agree - it didn't make any difference when I tested other values, but let's avoid the glitch with high states in the ToB actor structure What is the "glitch with high states in the ToB actor structure," and why would using a skank value here have any effect (I agree that invalidity is best for the fixpack, but I'm using sensible values locally)? Link to comment
Nythrun Posted July 16, 2007 Share Posted July 16, 2007 I'm thinking of the weirdness Avenger found where high stats (well over 201) cause bgmain to start reading out of the .cre's animation structure rather than the states structure, and eventually lap around to the .cre's header (if not just read out of bounds and crash) - it may not even exist in the Mac port. If your game isn't falling down then whatever value you're using should be safe, I'd just rather stick to the old BG1 range. Link to comment
devSin Posted July 16, 2007 Share Posted July 16, 2007 Oh, OK. I'm just using the expected stats (long bow for arrows, sling for bullets, and crossbow for bolts). Link to comment
CamDawg Posted January 17, 2008 Share Posted January 17, 2008 Ignored undroppable ammo to get: // ammo with prof 0 removes non-prof penalty COPY_EXISTING ~arow01.itm~ ~override~ // arrows - arrows w/o shortbow prof ~arow02.itm~ ~override~ // arrows +1 - arrows w/o shortbow prof ~arow03.itm~ ~override~ // arrow of slaying - arrows w/o shortbow prof ~arow04.itm~ ~override~ // acid arrows - arrows w/o shortbow prof ~arow05.itm~ ~override~ // arrow of biting - arrows w/o shortbow prof ~arow06.itm~ ~override~ // arrows of detonation - arrows w/o shortbow prof ~arow07.itm~ ~override~ // arrows of dispelling - arrows w/o shortbow prof ~arow08.itm~ ~override~ // arrow of fire - arrows w/o shortbow prof ~arow09.itm~ ~override~ // arrows of ice - arrows w/o shortbow prof ~arow10.itm~ ~override~ // arrows of piercing - arrows w/o shortbow prof ~arow11.itm~ ~override~ // arrow +2 - arrows w/o shortbow prof ~arow14.itm~ ~override~ // poisoned arrow - arrows w/o shortbow prof ~arow15.itm~ ~override~ // arrow +3 - arrows w/o shortbow prof ~arow1a.itm~ ~override~ // arrow +2 - arrows w/o shortbow prof ~bolt01.itm~ ~override~ // bolt - bolts w/o xbow prof ~bolt02.itm~ ~override~ // bolt +1 - bolts w/o xbow prof ~bolt03.itm~ ~override~ // bolt of lightning - bolts w/o xbow prof ~bolt04.itm~ ~override~ // bolt of biting - bolts w/o xbow prof ~bolt05.itm~ ~override~ // bolt of polymorphing - bolts w/o xbow prof ~bolt06.itm~ ~override~ // bolt +2 - bolts w/o xbow prof ~bolt07.itm~ ~override~ // flasher master bruiser mate - bolts w/o xbow prof ~bolt08.itm~ ~override~ // blessed bolt - bolts w/o xbow prof ~bolt09.itm~ ~override~ // bolt +3 - bolts w/o xbow prof ~bull01.itm~ ~override~ // bullet - bullet w/o sling prof ~bull02.itm~ ~override~ // bullet +1 - bullet w/o sling prof ~bull03.itm~ ~override~ // bullet +2 - bullet w/o sling prof ~bull04.itm~ ~override~ // sunstone bullet +1 - bullet w/o sling prof ~bull05.itm~ ~override~ // bullet +3 - bullet w/o sling prof ~bull06.itm~ ~override~ // bullet +4 - bullet w/o sling prof ~dwbolt01.itm~ ~override~ // drow bolt of sleep - bolts w/o xbow prof ~dwbolt02.itm~ ~override~ // drow bolt of stunning - bolts w/o xbow prof ~dwbolt03.itm~ ~override~ // drow bolt +1 - bolts w/o xbow prof ~flam01.itm~ ~override~ // flamethrower - bolts w/o xbow prof ~frag01.itm~ ~override~ // frag grenade - bolts w/o xbow prof ~frosty.itm~ ~override~ // dr. freeze death ray - bolts w/o xbow prof ~iarow01.itm~ ~override~ // arrows - arrows w/o shortbow prof ~kuobolt.itm~ ~override~ // kuo-toa bolts - bolts w/o xbow prof ~kuobolt2.itm~ ~override~ // kuo-toa bolts - bolts w/o xbow prof ~kuobolt3.itm~ ~override~ // kuo-toa bolts - bolts w/o xbow prof ~laser.itm~ ~override~ // laser - bolts w/o xbow prof ~light.itm~ ~override~ // wand of magic missiles - bolts w/o xbow prof ~puls01.itm~ ~override~ // wand of magic missiles - bolts w/o xbow prof ~puls02.itm~ ~override~ // wand of magic missiles - bolts w/o xbow prof ~quiv01.itm~ ~override~ // arrows - arrows w/o shortbow prof ~quiver01.itm~ ~override~ // quiver of plenty +1 - arrows w/o shortbow prof ~quiver02.itm~ ~override~ // case of plenty +1 - bolts w/o xbow prof ~quiver03.itm~ ~override~ // quiver of plenty +2 - arrows w/o shortbow prof ~quiver04.itm~ ~override~ // case of plenty +2 - bolts w/o xbow prof ~quiver05.itm~ ~override~ // bag of plenty +1 - bullet w/o sling prof ~quiver06.itm~ ~override~ // bag of plenty +2 - bullet w/o sling prof ~sahbolt.itm~ ~override~ // paralytic bolt - bolts w/o xbow prof ~secret02.itm~ ~override~ // pulse ammunition - bolts w/o xbow prof ~secret03.itm~ ~override~ // frag grenade - bolts w/o xbow prof ~secret04.itm~ ~override~ // scorcher ammunition - bolts w/o xbow prof READ_SHORT 0x1c "itm_type" PATCH_IF (("%itm_type%" = 14) OR // bullets ("%itm_type%" = 31) // bolts ("%itm_type%" = 5)) BEGIN // arrows w/o shortbow prof WRITE_BYTE 0x31 2 // non-zero prof; doesn't matter END END BUT_ONLY_IF_IT_CHANGES Link to comment
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