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1~100 = 0~99


Guest Kingfrog

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Guest Kingfrog
Well, this project also seems to have stopped a long time ago, but I recently started playing this game again, and I'm feeling the impression of 20 years ago again.
Of course, I've encountered a lot of bugs again, and I found a bg2fix while searching the Internet. And while looking at the log of bg2fix, it was confirmed that the content that was 0 to 99 was changed to 1 to 100.
But this is meaningless. 0 to 99 and 1 to 100 are the same. The former only started at 0, and the latter at 1.
Both equally count 100.
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I'm not sure where to start, since there are several things wrong here.

36 minutes ago, Guest Kingfrog said:

And while looking at the log of bg2fix, it was confirmed that the content that was 0 to 99 was changed to 1 to 100.

Nothing was changed from 0-99 to 1-100, since that would be a material change. The engine rolls 0-99, so a top end value of 100 is effectively 99--all you're doing with the latter is excluding rolls of 0, a 1% change. In general, most 'always' effects are coded 0-100 (effectively 0-99) and are left alone since they cause no issues.

Partial probabilities were changed most places since they were wrong, e.g. an item which is supposed to do something 10% of the time was coded with probabilities of 0-10. Given that both boundary values are inclusive, that would mean an actual in-game probability of 11%. In this example case it would be adjusted to 0-9 to yield the proper 10%.

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