devSin Posted May 10, 2005 Share Posted May 10, 2005 I'm on this list because I have a funky timing mode for some global effect. COPY_EXISTING ~AEGIS.ITM~ ~OVERRIDE~ ~AEGIS2.ITM~ ~OVERRIDE~ ~AX1H04.ITM~ ~OVERRIDE~ ~AX1H05.ITM~ ~OVERRIDE~ ~AX1H08.ITM~ ~OVERRIDE~ ~BLUN01.ITM~ ~OVERRIDE~ ~BLUN04.ITM~ ~OVERRIDE~ ~BLUN06.ITM~ ~OVERRIDE~ ~BLUN23.ITM~ ~OVERRIDE~ ~BLUN24.ITM~ ~OVERRIDE~ ~BLUN31.ITM~ ~OVERRIDE~ ~BODHI.ITM~ ~OVERRIDE~ ~BOW02.ITM~ ~OVERRIDE~ ~BOW05.ITM~ ~OVERRIDE~ ~BOW08.ITM~ ~OVERRIDE~ ~BOW09.ITM~ ~OVERRIDE~ ~BOW10.ITM~ ~OVERRIDE~ ~BOW11.ITM~ ~OVERRIDE~ ~BOW14.ITM~ ~OVERRIDE~ ~BOW15.ITM~ ~OVERRIDE~ ~BOW16.ITM~ ~OVERRIDE~ ~BOW18.ITM~ ~OVERRIDE~ ~BOW19.ITM~ ~OVERRIDE~ ~BOW20.ITM~ ~OVERRIDE~ ~BOW21.ITM~ ~OVERRIDE~ ~BOW24.ITM~ ~OVERRIDE~ ~BOW26.ITM~ ~OVERRIDE~ ~CATTIBOW.ITM~ ~OVERRIDE~ ~CHALSLAY.ITM~ ~OVERRIDE~ ~CHWRAITH.ITM~ ~OVERRIDE~ ~DAGG04.ITM~ ~OVERRIDE~ ~DAGG05.ITM~ ~OVERRIDE~ ~DAGG16.ITM~ ~OVERRIDE~ ~DAGG18.ITM~ ~OVERRIDE~ ~DEMOGORG.ITM~ ~OVERRIDE~ ~DEMSUC01.ITM~ ~OVERRIDE~ ~ENMACE.ITM~ ~OVERRIDE~ ~ENMORN.ITM~ ~OVERRIDE~ ~ENSW2H.ITM~ ~OVERRIDE~ ~FSSPIR.ITM~ ~OVERRIDE~ ~GIAFIR.ITM~ ~OVERRIDE~ ~GIAFIR2.ITM~ ~OVERRIDE~ ~GIAFIR3.ITM~ ~OVERRIDE~ ~GIANTS01.ITM~ ~OVERRIDE~ ~GORCHR.ITM~ ~OVERRIDE~ ~GORWOM1.ITM~ ~OVERRIDE~ ~HALB01.ITM~ ~OVERRIDE~ ~HAMM01.ITM~ ~OVERRIDE~ ~HGBER01.ITM~ ~OVERRIDE~ ~HGNYMPH.ITM~ ~OVERRIDE~ ~HGWRA01.ITM~ ~OVERRIDE~ ~HOLDRING.ITM~ ~OVERRIDE~ ~HSPECTRE.ITM~ ~OVERRIDE~ ~INNOC2.ITM~ ~OVERRIDE~ ~INVULNER.ITM~ ~OVERRIDE~ ~IRONGOL.ITM~ ~OVERRIDE~ ~LICH.ITM~ ~OVERRIDE~ ~MDOG1.ITM~ ~OVERRIDE~ ~NPBOW.ITM~ ~OVERRIDE~ ~PLANBOW.ITM~ ~OVERRIDE~ ~PLYMSTAR.ITM~ ~OVERRIDE~ ~REAVER.ITM~ ~OVERRIDE~ ~RING94.ITM~ ~OVERRIDE~ ~RING99.ITM~ ~OVERRIDE~ ~SHALT01.ITM~ ~OVERRIDE~ ~SKELCLUB.ITM~ ~OVERRIDE~ ~SLAYERWP.ITM~ ~OVERRIDE~ ~SLAYSH01.ITM~ ~OVERRIDE~ ~SPECTR.ITM~ ~OVERRIDE~ ~STALKER.ITM~ ~OVERRIDE~ ~STONRING.ITM~ ~OVERRIDE~ ~STONSKIN.ITM~ ~OVERRIDE~ ~SUREHP1.ITM~ ~OVERRIDE~ ~SW1H08.ITM~ ~OVERRIDE~ ~SW1H57.ITM~ ~OVERRIDE~ ~SW2H01.ITM~ ~OVERRIDE~ ~SW2H02.ITM~ ~OVERRIDE~ ~TELSLAV.ITM~ ~OVERRIDE~ ~TELSLAV2.ITM~ ~OVERRIDE~ ~TTSWORD2.ITM~ ~OVERRIDE~ ~VAMP.ITM~ ~OVERRIDE~ ~VAMP1.ITM~ ~OVERRIDE~ ~VAMP2.ITM~ ~OVERRIDE~ ~VAMP3.ITM~ ~OVERRIDE~ ~WIGHT.ITM~ ~OVERRIDE~ ~WRAITH1.ITM~ ~OVERRIDE~ ~XBOW01.ITM~ ~OVERRIDE~ ~XBOW02.ITM~ ~OVERRIDE~ ~XBOW03.ITM~ ~OVERRIDE~ ~XBOW07.ITM~ ~OVERRIDE~ ~XBOW08.ITM~ ~OVERRIDE~ ~XBOW17.ITM~ ~OVERRIDE~ READ_LONG 0x6a ~effectsOffset~ ELSE 0x72 FOR (READ_SHORT 0x70 numberOfEffects ELSE 0x00; numberOfEffects > 0x00; numberOfEffects = numberOfEffects - 0x01) BEGIN WRITE_BYTE ~%effectsOffset%~ + 0x0c 0x02 SET ~effectsOffset~ = ~%effectsOffset%~ + 0x30 END BUT_ONLY_IF_IT_CHANGES Investigate me with care. Link to comment
devSin Posted May 11, 2005 Author Share Posted May 11, 2005 ~STONRING.ITM~ ~OVERRIDE~~STONSKIN.ITM~ ~OVERRIDE~ One of these will likely be intentional (one is actual Stoneskin, the other is just color). Tests must be performed to see if a duration of 2 will give a permanent Stoneskin (for curiousity's sake, if nothing else). Link to comment
CamDawg Posted May 14, 2005 Share Posted May 14, 2005 After more investigation, I've expanded the list and added a lot of commenting. The following fixes have been removed from alpha 5 due to redundancy: // many items have set color effects which are not persistent COPY_EXISTING ~AEGIS.ITM~ ~OVERRIDE~ ~AEGIS2.ITM~ ~OVERRIDE~ ~AX1H04.ITM~ ~OVERRIDE~ ~AX1H05.ITM~ ~OVERRIDE~ ~AX1H06.ITM~ ~OVERRIDE~ ~AX1H08.ITM~ ~OVERRIDE~ ~BLUN01.ITM~ ~OVERRIDE~ ~BLUN04.ITM~ ~OVERRIDE~ ~BLUN06.ITM~ ~OVERRIDE~ ~BLUN23.ITM~ ~OVERRIDE~ ~BLUN24.ITM~ ~OVERRIDE~ ~BLUN31.ITM~ ~OVERRIDE~ ~bow01.itm~ ~override~ ~bow05.itm~ ~override~ ~bow08.itm~ ~override~ ~bow09.itm~ ~override~ ~bow10.itm~ ~override~ ~bow11.itm~ ~override~ ~bow14.itm~ ~override~ ~bow15.itm~ ~override~ ~bow16.itm~ ~override~ ~bow18.itm~ ~override~ ~bow19.itm~ ~override~ ~bow20.itm~ ~override~ ~bow21.itm~ ~override~ ~bow24.itm~ ~override~ ~bow26.itm~ ~override~ ~dagg04.itm~ ~override~ ~dagg05.itm~ ~override~ ~dagg16.itm~ ~override~ ~dwhalb01.ITM~ ~OVERRIDE~ ~enmace.ITM~ ~OVERRIDE~ ~enmorn.ITM~ ~OVERRIDE~ ~ensw2h.ITM~ ~OVERRIDE~ ~halb01.itm~ ~override~ ~hamm01.itm~ ~override~ ~NPBOW.ITM~ ~OVERRIDE~ ~SW1H08.ITM~ ~OVERRIDE~ ~sw2h01.itm~ ~override~ ~sw2h02.itm~ ~override~ ~xbow01.itm~ ~override~ ~xbow03.itm~ ~override~ PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files READ_LONG 0x6a "fx_off" READ_SHORT 0x70 "fx_num" WHILE ("%fx_num%" > 0) BEGIN // searches through global effects SET "fx_num" = ("%fx_num%" - 1) READ_SHORT ("%fx_off%" + ("%fx_num%" * 0x30)) "type" PATCH_IF ("%type%" = 7) BEGIN // looks for set item color effect WRITE_BYTE ("%fx_off%" + 0x0c + ("%fx_num%" * 0x30)) 2 // instant/while equipped END END END BUT_ONLY_IF_IT_CHANGES // wolfwere ring would stack regeneration repeatedly COPY_EXISTING ~hslaywpn.itm~ ~override~ ~ringwolf.itm~ ~override~ READ_LONG 0x6a "fx_off" READ_SHORT 0x70 "fx_num" WHILE ("%fx_num%" > 0) BEGIN // searches through global effects SET "fx_num" = ("%fx_num%" - 1) READ_SHORT ("%fx_off%" + ("%fx_num%" * 0x30)) "type" PATCH_IF ("%type%" = 89) BEGIN // looks for regen effect WRITE_BYTE ("%fx_off%" + 0x0c + ("%fx_num%" * 0x30)) 2 // instant/while equipped END END BUT_ONLY_IF_IT_CHANGES // Lilarcor would convey permanent immunity to conusion animation, instead of just whle equipped COPY_EXISTING ~sw2h14.itm~ ~override~ READ_LONG 0x6a "fx_off" READ_SHORT 0x70 "fx_num" WHILE ("%fx_num%" > 0) BEGIN SET "fx_num" = ("%fx_num%" - 1) READ_SHORT ("%fx_off%" + ("%fx_num%" * 0x30)) "type" PATCH_IF ("%type%" = 296) BEGIN // immunity to specific animation WRITE_BYTE ("%fx_off%" + 0x0c + ("%fx_num%" * 0x30)) 2 // instant/while equipped END END BUT_ONLY_IF_IT_CHANGES planbow.itm is not in ToB; I'm assuming this is another devSin addition? The new code follows and is included in alpha 5. // many items have effects not being applied due to bad timing modes COPY_EXISTING ~AEGIS.ITM~ ~override~ // color ~AEGIS2.ITM~ ~override~ // color ~AX1H04.ITM~ ~override~ // color ~AX1H05.ITM~ ~override~ // color ~AX1H06.ITM~ ~override~ // color ~AX1H08.ITM~ ~override~ // color ~BAZPATRG.ITM~ ~override~ // immunity to teleport field ~BLUN01.ITM~ ~override~ // color ~BLUN04.ITM~ ~override~ // color ~BLUN06.ITM~ ~override~ // color ~BLUN10.ITM~ ~override~ // color ~BLUN23.ITM~ ~override~ // color ~BLUN24.ITM~ ~override~ // color ~BLUN31.ITM~ ~override~ // color ~BODHI.ITM~ ~override~ // protection from spell: nature's beauty ~BOW02.ITM~ ~override~ // color ~BOW05.ITM~ ~override~ // color ~BOW08.ITM~ ~override~ // color ~BOW09.ITM~ ~override~ // color ~BOW10.ITM~ ~override~ // color ~BOW11.ITM~ ~override~ // color ~BOW14.ITM~ ~override~ // color ~BOW15.ITM~ ~override~ // color ~BOW16.ITM~ ~override~ // color ~BOW18.ITM~ ~override~ // color ~BOW19.ITM~ ~override~ // color ~BOW20.ITM~ ~override~ // color ~BOW21.ITM~ ~override~ // color ~BOW24.ITM~ ~override~ // color ~BOW26.ITM~ ~override~ // color ~BOW99.ITM~ ~override~ // color ~BOWNON.ITM~ ~override~ // color ~CATTAC1.ITM~ ~override~ // color ~CATTIBOW.ITM~ ~override~ // color ~CHALSLAY.ITM~ ~override~ // protection from spell: lower resist ~CHWRAITH.ITM~ ~override~ // immunities to charm, sleep, hold creature, hold creature type ~CLOWN.ITM~ ~override~ // colorglow pulse ~DAGG04.ITM~ ~override~ // color ~DAGG05.ITM~ ~override~ // color ~DAGG16.ITM~ ~override~ // color ~DAGG18.ITM~ ~override~ // color ~DAGGSHIT.ITM~ ~override~ // color ~DEMOGORG.ITM~ ~override~ // protection from spell: lower resist ~DEMSUC01.ITM~ ~override~ // protection from spell: nature's beauty ~DWHALB01.ITM~ ~override~ // color ~ENMACE.ITM~ ~override~ // color ~ENMORN.ITM~ ~override~ // color ~ENSW2H.ITM~ ~override~ // color ~FROSTY.ITM~ ~override~ // cold resist bonus ~FSSPIR.ITM~ ~override~ // character color, immunity to teleport field ~GHOST.ITM~ ~override~ // slow ~GHOST2.ITM~ ~override~ // slow ~GIAFIR.ITM~ ~override~ // color ~GIAFIR2.ITM~ ~override~ // color ~GIAFIR3.ITM~ ~override~ // color ~GIANTS01.ITM~ ~override~ // color ~GORCHR.ITM~ ~override~ // immunity to teleport field, slay, kill target ~GORFIRG.ITM~ ~override~ // protection from nature's beauty, immunity to animations spmindat & spflayer ~GORJELFU.ITM~ ~override~ // protection from nature's beauty, immunity to animations spmindat & spflayer ~GORJELGR.ITM~ ~override~ // protection from nature's beauty, immunity to animations spmindat & spflayer ~GORMISTI.ITM~ ~override~ // protection from nature's beauty, immunity to animations spmindat & spflayer ~GORWOM1.ITM~ ~override~ // protection from nature's beauty ~HALB01.ITM~ ~override~ // color ~HALBRD01.ITM~ ~override~ // color ~HAMM01.ITM~ ~override~ // color ~HELM14.ITM~ ~override~ // remove fear, remove fear 2 effects ~HGBER01.ITM~ ~override~ // color ~HGNYMPH.ITM~ ~override~ // protection from nature's beauty ~HGWRA01.ITM~ ~override~ // protection from nature's beauty ~HOLDRING.ITM~ ~override~ // immunity to teleport field ~HSLAYWPN.ITM~ ~override~ // regen ~HSPECTRE.ITM~ ~override~ // protection from deathsong, invis detection by script ~IAX1H01.ITM~ ~override~ // color ~IBLUN04.ITM~ ~override~ // color ~IBOW03.ITM~ ~override~ // color ~IHAMM01.ITM~ ~override~ // color ~INNOC2.ITM~ ~override~ // protection from nature's beauty ~INVULNER.ITM~ ~override~ // immunity to teleport field ~IRONGOL.ITM~ ~override~ // immunity to sleep, poison ~KUOBOW.ITM~ ~override~ // color ~LICH.ITM~ ~override~ // resistance to cold & electricity, immunity to non-magic weapons and spell lev < 5 ~MDOG1.ITM~ ~override~ // immunity to charm ~NPBOW.ITM~ ~override~ // color ~OBJRING.ITM~ ~override~ // protection from nature's beauty, immunity to break morale ~PLYMSTAR.ITM~ ~override~ // color ~REAVER.ITM~ ~override~ // color ~RING94.ITM~ ~override~ // protection from nature's beauty ~RING95.ITM~ ~override~ // protection from nature's beauty, immunity to animations spmindat & spflayer ~RING99.ITM~ ~override~ // immunity to animations spmindat & spflayer ~RINGWOLF.ITM~ ~override~ // regen ~RODS04.ITM~ ~override~ // use eff ~SELTEST.ITM~ ~override~ // use eff ~SHALT01.ITM~ ~override~ // protection from nature's beauty, immunity to break morale ~SKELCLUB.ITM~ ~override~ // color ~SKELWASU.ITM~ ~override~ // color ~SLAYERWP.ITM~ ~override~ // current hp bonus ~SLAYSH01.ITM~ ~override~ // protection from nature's beauty ~SPECTR.ITM~ ~override~ // protection from nature's beauty ~STALKER.ITM~ ~override~ // protection from nature's beauty ~STONRING.ITM~ ~override~ // set item color ~STONSKIN.ITM~ ~override~ // stoneskin effect ~SUREHP1.ITM~ ~override~ // immunity to teleport field ~SW1H08.ITM~ ~override~ // color ~SW1H14.ITM~ ~override~ // color ~SW1H57.ITM~ ~override~ // color ~SW1H99.ITM~ ~override~ // color ~SW2H01.ITM~ ~override~ // color ~SW2H01B.ITM~ ~override~ // color ~SW2H02.ITM~ ~override~ // color ~SW2H05.ITM~ ~override~ // color ~SW2H14.ITM~ ~override~ // imunity to spconfus animation ~TELSLAV.ITM~ ~override~ // protection from nature's beauty ~TELSLAV2.ITM~ ~override~ // immunity to charm, sleep ~TTSWORD2.ITM~ ~override~ // color ~VAMP.ITM~ ~override~ // protection from nature's beauty ~VAMP1.ITM~ ~override~ // protection from nature's beauty ~VAMP2.ITM~ ~override~ // protection from nature's beauty ~VAMP3.ITM~ ~override~ // protection from nature's beauty ~WIGHT.ITM~ ~override~ // protection from nature's beauty ~WRAITH1.ITM~ ~override~ // protection from nature's beauty ~XBOW01.ITM~ ~override~ // color ~XBOW02.ITM~ ~override~ // modify attacks per round ~XBOW03.ITM~ ~override~ // color ~XBOW07.ITM~ ~override~ // modify attacks per round ~XBOW08.ITM~ ~override~ // modify attacks per round ~XBOW17.ITM~ ~override~ // modify attacks per round PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files READ_LONG 0x6a "fx_off" READ_SHORT 0x70 "fx_num" FOR (index = 0; index < "%fx_num%"; index = index + 1) BEGIN // searches through global effects WRITE_BYTE ("%fx_off%" + 0x0c + ("%fx_num%" * 0x30)) 2 // instant/while equipped WRITE_LONG ("%fx_off%" + 0x0e + ("%fx_num%" * 0x30)) 0 // duration END END BUT_ONLY_IF_IT_CHANGES Link to comment
devSin Posted May 15, 2005 Author Share Posted May 15, 2005 planbow.itm is not in ToB; I'm assuming this is another devSin addition? The new code follows and is included in alpha 5.Yeah. The (anti-)solar animation has a bow, so I figured why the hell not? (Although, the bow does lose its glow for a couple frames of the shoot sequence.) It was truly a lazy patch (I just copy effects from Miscast Magic and Contagion using INNER_PATCH_FILE). One of these will likely be intentional (one is actual Stoneskin, the other is just color). Tests must be performed to see if a duration of 2 will give a permanent Stoneskin (for curiousity's sake, if nothing else).I tested it, and shit if I can tell whether it works normally or not (Dradeel eventually died, so I guess something is working right). After more investigation, I've expanded the list and added a lot of commenting.If it wasn't on my list, it either isn't used or has no effect in-game (the kuo-toan bow has a funky color, but it won't even show up in-game anyway = who cares?). The rate this is going, you may as well just COPY_EXISTING_REGEXP GLOB ~.+~ ~OVERRIDE~ and then patch from there. Link to comment
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