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IWD


novisionary

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M, sounds interesting, never thought of cheats in IE games before.

Tried it, but unfortunately it didn't work. After ctrl-y many times troll becomes "Almost dead" and stays in that state continueing to attack. Got this in desktop logs:

[ResourceManager]: Searching for mtro.2da...[ERROR]
Damage animation type: 3
Resisted 0 of 300 at 0% resistance to 64
[Actor]: 300 damage taken.
Displaying string on: newtroll7
[ResourceManager]: Searching for mtro.2da...[ERROR]
Damage animation type: 19
Resisted 0 of 300 at 0% resistance to 1
[Actor]: 300 damage taken.
Displaying string on: newtroll7
[ResourceManager]: Searching for mtro.2da...[ERROR]
Damage animation type: 16
Resisted 0 of 300 at 0% resistance to 0
[Actor]: 300 damage taken.
Displaying string on: newtroll7
[ResourceManager]: Searching for mtro.2da...[ERROR]
Damage animation type: 3

Any chance for another workaround?

Also googled this http://sourceforge.net/tracker/index.php?f...amp;atid=110122 , but no workaround there.

 

Ctrl-M on troll:

Debugdump of Actor Troll (Troll, Troll):
Scripts: <none> <none> <none> <none> efatkmel <none> gnteam4m <none>
Area:       ar4002   Dialog:
Global ID:  10086   PartySlot: 0
Script name:newtroll7    Current action: 134
TalkCount:  0   Allegiance: 255   current allegiance:255
Class:      255   current class:255
Race:       165   current race:165
Gender:     2   current gender:2
Specifics:  0   current specifics:0
Alignment:  33   current alignment:33
Morale:     -101   current morale:-101
Moralebreak:0   Morale recovery:0
Visualrange:30 (Explorer: 0)
Levels: 5/5/5 (average 5)
current HP:2
Mod[iE_ANIMATION_ID]: 0xE718
Colors:       505290270   623191333   960051513   202116108   387389207   471604252   0
WaitCounter: 0
LastTarget: 10007 none
LastTalked: 0 <NULL>
INVENTORY:
8:  reg1hp2 - (0 0 0) Fl:0x60a9 Wt: 1 x 0Lb
10:     fist - (1 0 0) Fl:0x20a9 Wt: 1 x 0Lb
35: m1d7slsh - (1 0 0) Fl:0x60e9 Wt: 1 x 0Lb
Equipped: 0
Total weight: 0
SPELLBOOK:
EFFECT QUEUE:
 0: 0x62: State:Regenerating (2, 3) S:
 1: 0xd0: MinimumHPModifier (1, 0) S:

edit: add ctrl-m info

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yeah, you'd have to repeat the kill within a small delay (the death script needs to remove that item that makes them invulnerable). It was a cludgy way to make them only killable with fire/acid. I currently don't have iwd handy to test though.

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Have had no luck with current version's Ctrl-Y.

Was forced to hack Ctrl-Y action to make it work on trolls (used old code for this):

diff --git a/gemrb/core/GUI/GameControl.cpp b/gemrb/core/GUI/GameControl.cpp
index af96e81..0f369aa 100644
--- a/gemrb/core/GUI/GameControl.cpp
+++ b/gemrb/core/GUI/GameControl.cpp
@@ -942,21 +942,11 @@ void GameControl::OnKeyRelease(unsigned char Key, unsigned short Mod)
                                       delete newfx;
                               } else {
                                       if (lastActor) {
-                                               //using action so the actor is killed
-                                               //correctly (synchronisation)
                                               lastActor->ClearActions();
                                               lastActor->ClearPath();
-
-                                               Effect *newfx;
-                                               newfx = EffectQueue::CreateEffect(damage_ref, 300, DAMAGE_M
-                                               core->ApplyEffect(newfx, lastActor, lastActor);
-                                               if (! (lastActor->GetInternalFlag() & IF_REALLYDIED)) {
-                                                       newfx = EffectQueue::CreateEffect(damage_ref, 300,
-                                                       core->ApplyEffect(newfx, lastActor, lastActor);
-                                                       newfx = EffectQueue::CreateEffect(damage_ref, 300,
-                                                       core->ApplyEffect(newfx, lastActor, lastActor);
-                                               }
-                                               delete newfx;
+                        char Tmp[40];
+                        strncpy(Tmp, "Kill(Myself)", sizeof(Tmp));
+                        lastActor->AddAction(GenerateActionDirect(Tmp, lastActor));
                                       } else if (overContainer) {
                                               overContainer->SetContainerLocked(0);
                                       } else if (overDoor) {

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