Wisp Posted August 8, 2012 Posted August 8, 2012 In addition to the two recently fixed, several more items have on-equip effects with dispellable that are dispellable. Comment away. COPY_EXISTING AURSTAF.ITM override //Dispellable protection from projectile: BULLET DRAGRING.ITM override //Dispellable protection from projectile: ARROWHVY, AXE, BOLT, BULLET, DAGGER, DART ELEMCHAN.ITM override //Dispellable opcode 232, renewing globe of blades ability ELEMYANC.ITM override //Ditto IMPINVIS.ITM override //Dispellable invisibility (creatures should not be visible, ever) //IPSION.ITM override //Dispellable virtually-everything; fixed elsewhere JONHP1.ITM override //Dispellable protection from fiends KUORING.ITM override //Dispellable immunity to slow LICH.ITM override //Dispellable protection from fiends //MAGE01.ITM override //Invisibility. Should probably be dispellable; however, several creatures using it should not be visible MAGE05.ITM override //Free Action. Dispellable everything MAGE06.ITM override //Dispellable Haste //NPPLAT.ITM override //Partly dispellable Free Action; fixed elsewhere NPSW03.ITM override //Dispellable opcode 232, for the 'retribution' type effect on the sword SLAYERWP.ITM override //Dispellable protection from projectile: ARROWHVY, AXE, BOLT, BULLET, DAGGER, DART SW1HSEEK.ITM override //Dispellable APR mod READ_LONG 0x6a eo FOR (i = 0; i < SHORT_AT 0x70; ++i) BEGIN READ_BYTE eo + 0x30 * i + 0xd rd PATCH_IF rd = 1 OR rd = 3 BEGIN WRITE_BYTE eo + 0x30 * i + 0xd 2 END END BUT_ONLY
CamDawg Posted August 9, 2012 Posted August 9, 2012 I'm in agreement with your exclusion list. We've dealt with mage01 before with Lilarcor's 'Glowing Pool' becoming visible, so those definitely need a review.
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