Avenger Posted February 8, 2012 Posted February 8, 2012 These are not really unknown, just missed from IESDP 0xd4 - map note offset 0xd8 - map note count
Avenger Posted February 9, 2012 Author Posted February 9, 2012 Actually, this flag exists in BG2 too. In region flag: 0x20 - Active only in tutorial state. iwd2 has no 'no npc may pass this region' flag. Which is normally at 0x200 Instead, iwd2 has the 'alternative point' flag in this place (which is normally at 0x400). I hate when they do this
Avenger Posted February 19, 2012 Author Posted February 19, 2012 The creature header (iwd2): 00000000 _area_creature struc ; (sizeof=0x110) 00000000 label varname ? 00000020 posX dw ? 00000022 posY dw ? 00000024 destX dw ? 00000026 destY dw ? 00000028 flags dd ? 0000002C bSpawned dw ? 0000002E letter db ? 0000002F field_2F db ? 00000030 anim dd ? 00000034 orientation dd ? 00000038 timetolive dd ? 0000003C distance dw ? 0000003E distfromobj dw ? 00000040 schedule dd ? 00000044 numtimestalked dd ? 00000048 dialog resref ? 00000050 scr_override resref ? 00000058 scr_special3 resref ? 00000060 scr_special2 resref ? 00000068 scr_combat resref ? 00000070 scr_movement resref ? 00000078 scr_team resref ? 00000080 crefile resref ? 00000088 offset dd ? 0000008C size dd ? 00000090 scr_special1 resref ? 00000098 field_98 dd 30 dup(?) Notable changes: the saved first char of the resref is not a word (at 0x2e) correct name for scripts special1 script is saved in the area (only in iwd2)
Avenger Posted February 19, 2012 Author Posted February 19, 2012 From the creature area flags the following bits are set in the creature's mc_flags: 2 - seen party (0x10000) 4 - invulnerable (0x20000) 8 - enabled (0x8000) You can see the mc_flag definitions in creareafl.ids 0x2f does something, but i don't know what, if it has the wrong value, the creature is not loaded. It is compared to the area difficulty, so i guess, it is also a difficulty level (bitfield). Creature enabled on: 1 - area difficulty 1 2 - area difficulty 2 4 - area difficulty 3
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