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Bad timing mode


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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.

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~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

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? :thumbsup: 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

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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. :p
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