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I steal fixes!


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Okay, here's some stuff KingDiamond found. (All the coding is my own so we didn't really steal anything blah blah blah.)

 

Allow books to be put in quickslots (or not) as appropriate.

COPY_EXISTING ~book05.itm~ ~override~
~book07.itm~ ~override~
~book08.itm~ ~override~
WRITE_SHORT 0x1c 0

COPY_EXISTING ~book32.itm~ ~override~
~book94.itm~ ~override~
~book95.itm~ ~override~
~book96.itm~ ~override~
WRITE_SHORT 0x1c 37

 

Items have correct categories/proficiencies (most items don't appear in BG2, but why not fix them still?):

COPY_EXISTING ~bow07.itm~ ~override~
WRITE_BYTE 0x31 104

COPY_EXISTING ~bruenaxe.itm~ ~override~
WRITE_BYTE 0x31 92

COPY_EXISTING ~chevil10.itm~ ~override~
WRITE_SHORT 0x1c 57

COPY_EXISTING ~dagg10.itm~ ~override~
WRITE_SHORT 0x1c 16

COPY_EXISTING ~misc5t.itm~ ~override~
WRITE_BYTE 0x31 102

 

He also has:

CUT218B.BCS - removed nonexisting effects usage:

CreateVisualEffectObject("SPIMPPT",Player1).

Buuuut, I think CreateVisualEffect works with BAMs as well as VVCs, and the BAM exists. So.

 

There's also a mistake, I think, in my script fixes. In CUT49E.BCS, "ISC_M03" is changed to "EFF_M03". I never really stopped to think that they'd just missed off the M, and it should be "MISC_M03".

 

Also, some additions to the script fix block:

 

REPLACE_TEXTUALLY %Global("R0406PitFight","",3)% %Global("PitFight","AR0406",3)%
REPLACE_TEXTUALLY "ChangeAIScript("DEATHK",OVERRIDE)" "ChangeAIScript("DEATHKNI",OVERRIDE)"

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MISC_M03 exists in Baldur's Gate, but not in Baldur's Gate II (there are no MISC_ WAVs in BG2). As posted in another thread around here, the sounds can be arbitrarily changed, or the referenced sounds included (after extracting them from TotSC, assuming they exist).

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Actually, I think MISC_03, is one that isn't in any of the games. I know there's MISC_01B, PRE_P06, and other common ones (including the Die!, Pain!, and Stun! SHAEL_s - these are really funny but I don't think they're used in-game, sadly).

 

EDIT: the list

WAV:
MISC_01B.WAV
MISC_01C.WAV
MISC_03A.WAV
MISC_04A.WAV
MISC_06B.WAV
PRE_P06.WAV
SHAEL_07.WAV
SHAEL_08.WAV
SHAEL_09.WAV
SHAEL_10.WAV

Most are from TotSC, but the PRE_P06 comes from IWD. For the SHAEL_s, I actually used the SHAELs (no underscore); the referenced ones in TotSC are poorly edited (they were shortened, but it wasn't done very well).

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These are added, with some additions. Great Sword (57) is only used for IWD games; all swords in BG2 use Long Sword (20). Both aegis and aegis2 have incorrect profs, as do the following items:

 

// wrong prof
COPY_EXISTING ~arropheo.itm~  ~override~
 WRITE_BYTE 0x31 91 // short sword
 BUT_ONLY_IF_IT_CHANGES

// wrong prof
COPY_EXISTING ~bow98.itm~   ~override~
             ~bownon.itm~  ~override~
 WRITE_BYTE 0x31 104 // long bow
 BUT_ONLY_IF_IT_CHANGES
 
// changes to 2HS proficiency
COPY_EXISTING ~carsomyr.itm~ ~override~
             ~cattac1.itm~  ~override~
 WRITE_BYTE  0x31 93
 BUT_ONLY_IF_IT_CHANGES

// wrong prof
COPY_EXISTING ~flind1.itm~ ~override~
 WRITE_BYTE 0x31 89 // bastard sword
 BUT_ONLY_IF_IT_CHANGES
 
// changes to 2HS proficiency
COPY_EXISTING ~giants01.itm~ ~override~
 WRITE_BYTE  0x31 93
 BUT_ONLY_IF_IT_CHANGES
 
// changes to halberd proficiency
COPY_EXISTING ~halbrd01.itm~ ~override~
 WRITE_BYTE  0x31 99
 BUT_ONLY_IF_IT_CHANGES
 
// changes to axe proficiency
COPY_EXISTING ~iax1h01.itm~ ~override~
 WRITE_BYTE  0x31 92
 BUT_ONLY_IF_IT_CHANGES

// changes to mace proficiency
COPY_EXISTING ~iblun04.itm~ ~override~
 WRITE_BYTE  0x31 101
 BUT_ONLY_IF_IT_CHANGES

// changes to longbow proficiency
COPY_EXISTING ~ibow03.itm~ ~override~
 WRITE_BYTE  0x31 104
 BUT_ONLY_IF_IT_CHANGES

// changes to bastard sword proficiency
COPY_EXISTING ~misc4q.itm~ ~override~
 WRITE_BYTE  0x31 89
 BUT_ONLY_IF_IT_CHANGES

// changes to dagger proficiency
COPY_EXISTING ~misc4u.itm~ ~override~
 WRITE_BYTE  0x31 96
 BUT_ONLY_IF_IT_CHANGES

// changes to dagger proficiency
COPY_EXISTING ~misc75.itm~ ~override~
 WRITE_BYTE  0x31 96
 BUT_ONLY_IF_IT_CHANGES

// changes to 2hs proficiency
COPY_EXISTING ~sw2h01b.itm~ ~override~
 WRITE_BYTE  0x31 93
 BUT_ONLY_IF_IT_CHANGES

// changes to spear proficiency
COPY_EXISTING ~tasloil.itm~ ~override~
 WRITE_BYTE  0x31 98
 BUT_ONLY_IF_IT_CHANGES

// changes to short sword proficiency
COPY_EXISTING ~xvartil.itm~ ~override~
             ~zomsea.itm~  ~override~
 WRITE_BYTE  0x31 91
 BUT_ONLY_IF_IT_CHANGES

 

And yeah, I believe most of these are not present or undroppable. Included in alpha 4.

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I object to most of that. The only time a creature attack item should have an actual proficiency is if the item can be used by player characters, or if the creatures that use the item have the requisite proficiencies (which will never be the case in SoA). Everywhere else, this should be set to 0.

 

Nothing except for the MISC* items, and AEGIS2, fall into either category, and should be left at 0.

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I guess it depends whether Bioware tended to factor proficiencies into the base THAC0 they assigned creatures.
Doubtful. Every creature attack item has the proficiency set to 0 (which is treated as unarmed I think, but I'm not sure). They shouldn't get any attack bonuses or penalties.

 

The exception are some ToB creatures that have special weapons and the proficiencies to match.

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