Grim Squeaker Posted December 31, 2004 Share Posted December 31, 2004 The Cold-Acid flail incorrectly uses the Fire-Cold flail's graphics when correct ones do actually exist. COPY_EXISTING ~blun14e.itm~ ~override/blun14e.itm~ //Cold-Acid Flail of Ages WRITE_ASCII 0x3a ~IBLUN14E~ WRITE_ASCII 0x58 ~CBLUN14E~ WRITE_ASCII 0x76 ~IBLUN14E~ This is a mistake I noticed while coding PoA material. In PoA I also adjust the lower Flail of Ages names to be 'Flail of Ages +1' and 'Flail of Ages +2' rather than just 'Flail of Ages', as the +3, +4 and +5 versions say the enchantment in the name. If this is considered a general fix then I can post my code for it as well. Edit: Added the weapon icon. Edit #2: Code for adding enchantment levels to FoA +1 and +2 is as follows, if you want it (assuming I've got string concat correct - #38609 is the stringref ~Flail of Ages~). COPY_EXISTING ~blun14g.itm~ ~override/blun14g.itm~ ~blun14h.itm~ ~override/blun14h.itm~ ~blun14i.itm~ ~override/blun14i.itm~ SAY NAME2 #38609 ^ ~+1~ COPY_EXISTING ~blun14d.itm~ ~override/blun14d.itm~ ~blun14e.itm~ ~override/blun14e.itm~ ~blun14f.itm~ ~override/blun14f.itm~ SAY NAME2 #38609 ^ ~+2~ Though you'd want to move the blun14e.itm one into the above code so its more efficient. i.e. COPY_EXISTING ~blun14g.itm~ ~override/blun14g.itm~ ~blun14h.itm~ ~override/blun14h.itm~ ~blun14i.itm~ ~override/blun14i.itm~ SAY NAME2 #38609 ^ ~+1~ COPY_EXISTING ~blun14d.itm~ ~override/blun14d.itm~ ~blun14f.itm~ ~override/blun14f.itm~ SAY NAME2 #38609 ^ ~+2~ COPY_EXISTING ~blun14e.itm~ ~override/blun14e.itm~ //Cold-Acid Flail of Ages SAY NAME2 #38609 ^ ~+2~ WRITE_ASCII 0x3a ~IBLUN14E~ WRITE_ASCII 0x58 ~CBLUN14E~ WRITE_ASCII 0x76 ~IBLUN14E~ Link to comment
SimDing0 Posted December 31, 2004 Share Posted December 31, 2004 I'd consider the text changes a fix, yes. Does the Baldurdash text update note the enchanment of every item in its description? Link to comment
CamDawg Posted December 31, 2004 Share Posted December 31, 2004 It tries to for the ambiguous ones, such as Daystar and Equalizer. Otherwise I believe it does not. Link to comment
SimDing0 Posted December 31, 2004 Share Posted December 31, 2004 Hmm. I reckon it should, but eh. Link to comment
Andyr Posted January 1, 2005 Share Posted January 1, 2005 Wouldn't these need to be patched in the part of the file dealing with the attack, too? Else you'd get the right IXXX.BAM in the inventory but the old, wrong one in the quickslot in the main game screen. Link to comment
Grim Squeaker Posted January 2, 2005 Author Share Posted January 2, 2005 Wouldn't these need to be patched in the part of the file dealing with the attack, too? Else you'd get the right IXXX.BAM in the inventory but the old, wrong one in the quickslot in the main game screen. Cxxx is the pretty picture one. Ixxx is the 'drag around your inventory' and the 'in your weapon slot' picture. So its already sorted. Link to comment
igi Posted January 2, 2005 Share Posted January 2, 2005 I think Andry was inquiring in if attack icon, in the extension header, matches the inventory icon. Link to comment
Grim Squeaker Posted January 2, 2005 Author Share Posted January 2, 2005 I think Andry was inquiring in if attack icon, in the extension header, matches the inventory icon. Whoops. I missed that. I shall update the code this evening when I get back to Edinburgh. Link to comment
Andyr Posted January 2, 2005 Share Posted January 2, 2005 That's what I meant, yeh. Enjoy the train journey - how many hours?!?!? Link to comment
Grim Squeaker Posted January 3, 2005 Author Share Posted January 3, 2005 K, fixed the above code to include the weapon icon and optional enchantment level code. Train journey wasn't too bad but 4 3/4 hours is a long time... Link to comment
CamDawg Posted January 16, 2005 Share Posted January 16, 2005 Coded. Took a slightly different approach in that I redefined #38609 to be Flail of Ages +1 and then added a new Flail of Ages +2. Included in alpha 1. Link to comment
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