temnix Posted September 24, 2021 Share Posted September 24, 2021 Which field in the CRE file controls points for halberds? Quote Link to comment
subtledoctor Posted September 24, 2021 Share Posted September 24, 2021 It's a permanent effect, opcode 233. Quote Link to comment
temnix Posted September 25, 2021 Author Share Posted September 25, 2021 So none of those fields - "Axe proficiency," "Spear proficiency" and so on - add points to halberds? Quote Link to comment
subtledoctor Posted September 25, 2021 Share Posted September 25, 2021 Those are vestigial, they are for the old BG1 groups of items. IIRC they do create in-game effects... but I don’t recall how they link to weapon .itm files. Maybe by item type? Quote Link to comment
Luke Posted September 25, 2021 Share Posted September 25, 2021 (edited) 4 hours ago, subtledoctor said: Maybe by item type? Correct. However, potential party members should use op233 because the level-up system (UI) cannot read the old BG1 values... Edited September 25, 2021 by Luke Quote Link to comment
temnix Posted September 25, 2021 Author Share Posted September 25, 2021 Can I get an answer about how to give points in halberds to an NPC? Only with an effect, is that it? Quote Link to comment
subtledoctor Posted September 25, 2021 Share Posted September 25, 2021 20 hours ago, subtledoctor said: permanent effect, opcode 233. Hearing aid batteries on the fritz? Quote Link to comment
temnix Posted September 26, 2021 Author Share Posted September 26, 2021 Dumbass, I'm asking if not just for party characters but for monsters this is the only way. How did BG1 go about this with gnolls? Are they getting to-hit penalties? Quote Link to comment
Luke Posted September 26, 2021 Share Posted September 26, 2021 (edited) 6 hours ago, temnix said: How did BG1 go about this with gnolls? Assuming Gnolls are wielding Halberds (Category = 30; Weapon proficiency = PROFICIENCYHALBERD) and you want to give them 3 points: WRITE_BYTE 0x71 3 // BG1 style SET_BG2_PROFICIENCY ~PROFICIENCYHALBERD~ 3 // BG2 / EE style Edited September 26, 2021 by Luke Quote Link to comment
subtledoctor Posted September 26, 2021 Share Posted September 26, 2021 The original BG1 only used the old broad categories and .CRE flags. BG2 and its progeny (including the Tutu, BGT, BGEE and EET versions of BG1) use opcode 233 effects (ADD_CRE_EFFECT or SET_BG2_PROFICIENCY). Luke’s code covers both but the CRE flags are only necessary if you want to cover the original BG1 engine in all its 640x480 glory. Quote Link to comment
temnix Posted September 26, 2021 Author Share Posted September 26, 2021 Okay, that's good info. Quote Link to comment
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