jastey Posted August 19, 2008 Share Posted August 19, 2008 I made a custom item which does not carry the "droppable" flag. Yet in BG1, the item can be taken out of the inventory without problems. Is the "undroppable" flag not working for BG1? Link to comment
Miloch Posted August 20, 2008 Share Posted August 20, 2008 Last I checked, the "movable" flag on ITMs works (unchecking it means it's undroppable) but the "no drop" flag on CRE ITMs does not work in BG1. I think so anyway... Link to comment
devSin Posted August 20, 2008 Share Posted August 20, 2008 I thought it worked that the item could be moved and dropped by the player but wouldn't drop when a creature dies? (I don't know if it works in the CRE header; possibly not, and the engine may only support up to the unstealable bit, which gets set by various TakePartyItem() stuff and does work.) As far as I remember, there's no way to emulate the BG2 behavior short of a script that continuously checks HasItem() for all the party members and takes the item back if they have it but I don't. Link to comment
Guest jastey* Posted August 20, 2008 Share Posted August 20, 2008 What I wanted to achieve is an item that can't be removed from the inventory by the player. So I understand that the droppable flag isn't the one I have to use for this? (I knew it's something stupid..) I will have a look at the available flags again, thank you! Link to comment
jastey Posted August 22, 2008 Author Share Posted August 22, 2008 I had a look at the flaggs and boo.itm (misc.cre something), but I have to admit I have no idea what makes the item unmovable. I agree that it has nothing to do with the "droppable" flag, but how do I achieve this behaviour in BG1? I can't see anything on boo's itm that would make it unmovable. Link to comment
Miloch Posted August 22, 2008 Share Posted August 22, 2008 I can't see anything on boo's itm that would make it unmovable. Misc84.itm does not have the "movable" flag (in DLTCEP - "droppable" in NI) set on the item itself. Maybe you're looking at the item on minsc#.cre? It isn't set there (probably doesn't work anyway, as stated). Link to comment
devSin Posted August 22, 2008 Share Posted August 22, 2008 Boo (and Alora's foot and Edwin's amulet) are handled in hardcode, I believe (from my last post: As far as I remember, there's no way to emulate the BG2 behavior). Link to comment
jastey Posted August 22, 2008 Author Share Posted August 22, 2008 So the meaning of your last post was that there is no unmovable flag like in BGII for BG1? Sorry, I have to admit I didn't fully get what you wrote there. Hm, pity. Hardcoded... Link to comment
devSin Posted August 23, 2008 Share Posted August 23, 2008 Yes. The undroppable flag does not behave the same as in BG2 (it's the same flag and works fine; it just works differently). Link to comment
Salk Posted August 23, 2008 Share Posted August 23, 2008 I wonder if you could go around the problem emulating a "curse" effect on the item? I might have said something very stupid since I am no modder... Link to comment
jastey Posted August 23, 2008 Author Share Posted August 23, 2008 I had the same idea, but it won't do the trick since curse can be broken by a cleric (and it doesn't really fit for my context). No, Zed Nocear had a very good idea: Check whether the item is in the inventory, and start a dialogue as soon as it isn't. The dialogue will close the inventory, so the item should be "unremovable", in a way, since the player doesn't manage to take it away. I have to check whether this really works the way it is intended, as it would fit very well for my purpose, even better than the mere unremovable restriction (since it's an NPC that doesn't want to give the item away). Link to comment
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