devSin Posted May 3, 2005 Share Posted May 3, 2005 @103 = ~ You've made a fatal error in judgement!~ [sILVER19]How did I ever make a mistake like that. It must have been a fatal error in judgment. ~0x0000 MAGESCHOOL_GENERALIST~Generalist mages are 0x4000 (trueclass), no? REPLACE_TEXTUALLY %"ISC_03A"% %"MISC_M03"%We're actually copying a MISC_03A over now, so this should be updated (ISC -> MISC). Rejoice! REPLACE_TEXTUALLY %ChangeAIScript("DEATHK",OVERRIDE)% %ChangeAIScript("DEATHKNI",OVERRIDE)%DeathKni, the script, is from Durlag's Tower (i.e., this patch can be killed). To make things more confusing, DeathKni, the creature definition, *is* used in ToB. I also couldn't ever find where the SHAEL_ WAVs were used (outside of Die!, Pain!, Stun!, and DeathKni.bcs; all of which are left-over from TotSC). APPLY_BCS_PATCH_OR_COPYSomething needs to be done to figure out what-all changes need to be made here (A_B_P_O_C_U_V_W_X_Y_Z *must* get the axe for 100% unreliability). I'll go on record now as saying that reducing the length of time between Jaheira's lovetalks is *not* a bug fix. REPLACE_TEXTUALLY ~ApplySpell("kpglai01",WIZARD_TRUE_DISPEL_MAGIC)~ ~ApplySpell("kpglai01",FORCE_DISPEL_MAGIC)~I still say this should be ActionOverride()d... REPLACE_TEXTUALLY ~TriggerActivation("Tran1400",FALSE)~ ~TriggerActivation("Tran1400",FALSE)ContainerEnable("CONTAINER2",0) ActionOverride("shaava01",DestroySelf())~ Lest anyone think that disabling the container after killing the shade lord is my fault... it's not. REPLACE_TEXTUALLY ~SetGlobal("EnteredArea1500","GLOBAL",1)~ ~SetGlobal("EnteredArea1500","GLOBAL",1)AddXPObject(Player1,38500) AddXPObject(Player2,38500) AddXPObject(Player3,38500) AddXPObject(Player4,38500) AddXPObject(Player5,38500) AddXPObject(Player6,38500)~ I never could find SaveGame() anywhere in this sequence; if so, this patch is probably a mite pointless. REPLACE_TEXTUALLY ~Global("TerreceSpawn","GLOBAL",2)~ ~Global("TerreceSpawn","GLOBAL",2) InMyArea([PC])~I'm thinking we should just use See() here (with an option update to StartDialogueNoSet(LastSeenBy(Myself))). This is one of the first patches I ever did; InMyArea() is rarely used in this fashion in the default game. WRITE_ASCII ("%actor_off%" + ("%actor_num%" * 0x110)) ~ketlbg01~ #32 SET "toggle" = 1 END ELSE BEGIN WRITE_ASCII ("%actor_off%" + ("%actor_num%" * 0x110)) ~ketlbg02~ #32 We've got conflicting-version madness, here. The ARE patch uses the old-style KETLBGs, but the newer script uses the MGKETBGs (since this will only affect the mage stronghold quests, I decided to give them the right prefix to make the association clearer). One will need to be chosen. You'll also need to be adding Argrim.cre to the script name patch, I think. ~enddem01.cre~ ~override~~enddem02.cre~ ~override~ The SoA finale movie was actually going to be an in-game cutscene, and these CREs were part of the action. No cutscene = no CREs = no point in patching these (from the demon animation update component). WRITE_LONG 0x0250 0 // delete MAGESLY.BCSWRITE_LONG 0x0254 0 I'd use WRITE_ASCII 0x0254 ~~ #8 here. It makes it easier for me to see that this is clearing a script reference. ~ar1010.are~ ~override~As far as I can tell, this script doesn't exist (from ARE script patch). ~ar0401.are~ ~override~Ask testers to concentrate on the Jan/Lissa plot because of this patch (just to make sure it works OK). I don't want to do it myself... // fixes enchantment, weight, icons, and prof of short bow +1The ability icon for almost every bow in the game is wrong, too. // darts of stunning, wounding missing enchantment levelI don't think that these should be enchanted (no magical missile of any type is enchanted, except where explicity stated). COPY_EXISTING ~misc4q.itm~ ~override~By default, this item is usable by monks and thieves, so it can't be a bastard sword, right? I'd suggest just plain-old long sword. // ring of gaxx displays wrong icon and needs to prevent poison and nausea iconsIf you find some free time, you might want to consider adding the bleeding icon, too (for that single instance that you'll ever encounter it in the game, of course). // anti-magic should destroy magically created itemsActually, this effects all dispel abilities in the game (that were copied from the original Dispel Magic spell), making me even more unsure as to whether my patch here accomplishes anything at all. WRITE_ASCII ("%fx_off%" + 0x14 + (0x30 * ("%abil_fx_idx%" + "%index2%"))) ~sparmor2~ #8 // corrects resref// breaks resref COPY_EXISTING ~25SPELL2.STO~ ~OVERRIDE~This file isn't ever used in-game, so I wouldn't bother patching it. ACTION_IF ("%WEIDU_ARCH%" STRING_COMPARE_CASE "x86" = 0) THEN BEGINYou're not supposed to do this until we can get some confirmation that this crashes the Mac OS X version. For all you know, I could have been lying... modder packYou may want to add the APPENDages for Animate.ids and AniSnd.ids from my latest fixpack. There are a bunch of omissions; filling in the relevant IDs makes it a lot easier (for me, at least) to add/edit/browse the animations (everything I add works in the default game, although not all of the animation slots have corresponding animations in the default ToB resources). Link to comment
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