FredSRichardson Posted January 15, 2006 Share Posted January 15, 2006 I just thought I'd make a note of this in case it wasn't common knowledge. As noted by Avenger in the ARE v9.1 thread, actor names override death variables in IWD1&2. However, as noted in IESDP, there are 3 death variables locations in the CRE v9.0 file, and I've come across an instance where one of these other ones gets used in IWD1. Currently DLTCEP doesn't display these other death variables. SAL8008.CRE (a Salamander in area AR8008.ARE) has the script variable "8008_Salamanders_Dead" stored at offset 0x29e ("Tertiary death variable" according to IESDP). It so happens that in AR8008.ARE there are 12 actors that use this CRE, and the death variable is referenced in a few BCS scripts (e.g. AR8001.BCS) to see if all 12 Salamanders have been killed:: IF GlobalLT("BEORN_QUEST","GLOBAL",3) GlobalGT("8008_SALAMANDERS_DEAD","GLOBAL",11) !Global("SHIKATA_DEAD","GLOBAL",0) THEN RESPONSE #100 SetGlobal("BEORN_QUEST","GLOBAL",3) Continue() END Since I'm trying to do the iwd1 -> iwd2 conversion, this presents a slight problem. There's only room for one death variable in the CRE v2.2 files. But I know they have to do the same test to make sure you've cleared out targos. On a side note, I found another team script mechanism in iwd1. They clearly re-worked this for iwd2 (it looks much cleaner). I'll have to see if there's anyway I can substitute one for the other. Link to comment
devSin Posted January 15, 2006 Share Posted January 15, 2006 They're also used for the priests of Talona. The priestess of Ilmater in Kuldahar is supposed to recognize that you rescued the high priestess, but she has a bad global check. I'm not sure how you'd overcome this (the obvious solution would be IF Die() THEN IncrementGlobal() END, but you'd probably have to do it by hand, and there may not be room if the creatures are using generic scripts). Link to comment
FredSRichardson Posted January 16, 2006 Author Share Posted January 16, 2006 If only one death variable is used, then I think I can use the actor name which becomes the death variable in IWD2 (and IWD1 I believe). The real problem occurs if they're using more than one of those death variables at the same time. IWD2's style for handling the same sort of thing looks like this: IF Global("AR1234_EVERYBODY_DEAD","GLOBAL",0) Dead("1234_Actor_01") Dead("1234_Actor_02") Dead("1234_Actor_03") // . // . // . Dead("1234_Actor_NN") THEN RESPONSE #100 SetGlobal("AR1234_EVERYBODY_DEAD","GLOBAL",1) Continue() END Link to comment
Avenger Posted January 16, 2006 Share Posted January 16, 2006 In IWD The original 'death variable' is used only as scripting name. It never sets any variable on death of the actor. Only the secondary/tertiary names affect variables. This works the same in iwd/iwd2. Bg2 uses the single 'death variable' as scripting name too. This is why i use the term scripting name for the original 'death variable'. Link to comment
FredSRichardson Posted January 17, 2006 Author Share Posted January 17, 2006 From what you're saying, it sounds like IWD2 doesn't set any death variables at all since it only has one "script name" slot. Is this correct? Link to comment
FredSRichardson Posted January 17, 2006 Author Share Posted January 17, 2006 I think I've answered my own question. I killed the Actor 1000_Goblin_01 in AR1000.ARE in IWD2 (no other Actors dead yet). The following globals exist in the game: 1000_GOBLIN_01_DEAD = 1    // Must be automatic from Actor name. 10GOBD = 1          // Aha!  This is the script name for the CRE _1000_GOBLIN_01_DEAD = 1   // This is a mysterious redundant variable. Link to comment
FredSRichardson Posted January 17, 2006 Author Share Posted January 17, 2006 As a quick note, a killed a few more of those Targos goblins that all share the same CRE (10GOBD.CRE), and the Global variable "10GOBD" was incremented to 3. "10GOBD" is the script name fore the CRE, so I assume that's where it comes from. Link to comment
Avenger Posted January 17, 2006 Share Posted January 17, 2006 1. 10gobd is a dead goblin. 2. 1000_goblin_01's creature resref is 10gob 3. its primary death variable which i call scripting name is 10gob [edit] (but that is overwritten by the area) 4. its secondary death variable is 10gobd So, please recollect your facts and lets compare with mine Apparently i have to change one statement, it does set variables based on the scripting name too. Instead of sprite_is_dead<var> it sets <var>_dead [edit] one more edit: It seems it also sets _dead<var>, i have no idea why it sets 2 variables based on the scripting name coming from the area. It removes spaces, btw. Link to comment
FredSRichardson Posted January 18, 2006 Author Share Posted January 18, 2006 Okay, just to cross verify, here's what I see in my save file: I've killed 3 Goblins in AR1000.ARE, the actor's names are: 1000_Goblin_01 1000_Goblin_02 1000_Goblin_03 The CRE's for each actor is 10GOB.CRE (I was mistaken about 10GOBD.CRE as you mentioned). The variables that are set are: 1000_GOBLIN_01_DEAD 1000_GOBLIN_02_DEAD 1000_GOBLIN_03_DEAD And again I was mistaken (it was late ), as you said, these other variables are also set: _DEAD1000_GOBLIN_01 _DEAD1000_GOBLIN_02 _DEAD1000_GOBLIN_03 In the CRE (10GOB.CRE that is), at offset 0x394 is the script name "10Gob". And as you said, the certainly gets overridden by the actor name. So what new for me is this secondary death variable/script name "10gobd" which I can now see stored at offset 0x2ca in the CRE file (this is what confused me originally). I haven't seen this documented in IESDP or DLTCEP (or NI). This is important for me because those secondary/tertiary death variables in the version 9 CRE files from IWD1 get used in various places. Now I wonder, what are the odds that the IWD2 cre struct also has a tertiary death variable slot? That would certainly make my conversion project easier Link to comment
Avenger Posted January 18, 2006 Share Posted January 18, 2006 This part is the same in iwd1 and iwd2, but its location is shifted because of previous fields. I've already made an ielister version which handles the 2. and 3. death variables, but it wasn't updated in dltcep yet. Link to comment
FredSRichardson Posted January 18, 2006 Author Share Posted January 18, 2006 Ah, I hadn't checked IE lister yet. Okay, that should be the other place I look. At some point I should see if I can publish my patch to NearInfinity. I'll have to see if I can get a response from Jon Olav first. The utility is like NearInfinity with the following changes: All output is text (like ielister) All embedded structs are expanded in line (in NI you have to double-click on those sub-structs) All offsets are relative to beginning of (sub)struct (in NI they're always absolute) Otherwise it's just like NI. All fields are filled in with IDS, STRREF or known bit-field names. Referenced resource names are looked up and filled in when available. I've found this useful for ARE's in particular but also for CRE and ITM resources. I've created these files for all such resources iwd1/2 so that I can tabulate various statistics (by parsing these files with PERL) or grep through to find instances of things (I've also created some automatic dependcy information this way). I've been thinking for some time that it would be ideal if one could decompile/compile resources using some kind of text format descriptor language. Something like a lexer front end to DLTCEP (which could be run on the command line of course ). Here's an example of 10GOB.CRE using the hacked NI program (I added flags for optionaly including offsets and unknown fields in the output): [edit: I had to hack this for brevity] CreResource { [000] 0x000 4 TextString Signature = CRE [001] 0x004 4 TextString Version = V2.2 [002] 0x008 4 StringRef Name = Goblin [003] 0x00c 4 StringRef Apparent name = Goblin [004] 0x010 4 Flag Flags = ( No flags set ) [005] 0x014 4 DecNumber XP Value = 15 [006] 0x018 4 DecNumber XP = 1 [007] 0x01c 4 DecNumber Gold = 0 [008] 0x020 4 IdsFlag Status = ( STATE_NORMAL ) [009] 0x024 2 DecNumber Current HP = 4 [010] 0x026 2 DecNumber Max HP = 4 [011] 0x028 2 IdsBitmap Animation ID = Goblin_w_Axe - 58376 [012] 0x02a 2 Unknown Unknown = 00 00 h [013] 0x02c 1 ColorValue Metal color = Color index 30 [014] 0x02d 1 ColorValue Minor color = Color index 37 [015] 0x02e 1 ColorValue Major color = Color index 51 [016] 0x02f 1 ColorValue Skin color = Color index 12 [017] 0x030 1 ColorValue Leather color = Color index 23 [018] 0x031 1 ColorValue Armor color = Color index 28 [019] 0x032 1 ColorValue Hair color = Color index 0 [020] 0x033 1 DecNumber Effect flag = 0 [021] 0x034 8 ResourceRef Small portrait = None [022] 0x03c 8 ResourceRef Large portrait = None [023] 0x044 1 DecNumber Reputation? = 0 [024] 0x045 1 Unknown Unknown = 00 h [025] 0x046 2 DecNumber AC = 11 [026] 0x048 2 DecNumber Bludgeoning AC modifier = 0 [027] 0x04a 2 DecNumber Missile AC modifier = 0 [028] 0x04c 2 DecNumber Piercing AC modifier = 0 [029] 0x04e 2 DecNumber Slashing AC modifier = 0 [030] 0x050 1 Unknown Unknown = 00 h [031] 0x051 1 DecNumber # attacks / round = 0 [032] 0x052 1 DecNumber Fortitude save = 2 [033] 0x053 1 DecNumber Reflex save = 0 [034] 0x054 1 DecNumber Will save = 0 [035] 0x055 1 DecNumber Fire resistance = 0 [036] 0x056 1 DecNumber Cold resistance = 0 [037] 0x057 1 DecNumber Electricity resistance = 0 [038] 0x058 1 DecNumber Acid resistance = 0 [039] 0x059 1 DecNumber Spell resistance = 0 [040] 0x05a 1 DecNumber Magic fire resistance = 0 [041] 0x05b 1 DecNumber Magic cold resistance = 0 [042] 0x05c 1 DecNumber Slashing resistance = 0 [043] 0x05d 1 DecNumber Bludgeoning resistance = 0 [044] 0x05e 1 DecNumber Piercing resistance = 0 [045] 0x05f 1 DecNumber Missile resistance = 0 [046] 0x060 1 DecNumber Magic damage resistance = 0 [047] 0x061 6 Unknown Unknown = 00 00 00 00 00 00 h [048] 0x067 1 DecNumber Luck = -3 [049] 0x068 34 Unknown Unknown = 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 h [050] 0x08a 1 DecNumber Total levels = 1 [051] 0x08b 1 DecNumber Barbarian levels = 0 [052] 0x08c 1 DecNumber Bard levels = 0 [053] 0x08d 1 DecNumber Cleric levels = 0 [054] 0x08e 1 DecNumber Druid levels = 0 [055] 0x08f 1 DecNumber Fighter levels = 1 [056] 0x090 1 DecNumber Monk levels = 0 [057] 0x091 1 DecNumber Paladin levels = 0 [058] 0x092 1 DecNumber Ranger levels = 0 [059] 0x093 1 DecNumber Rogue levels = 0 [060] 0x094 1 DecNumber Sorcerer levels = 0 [061] 0x095 1 DecNumber Wizard levels = 0 [062] 0x096 22 Unknown Unknown = 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 h [063] 0x0ac 4 StringRef String = No such index . . . [127] 0x1ac 8 ResourceRef Team script = None [128] 0x1b4 8 ResourceRef Special script 1 = None [129] 0x1bc 4 Unknown Unknown = 00 00 00 00 h [130] 0x1c0 4 Flag Feats (1/3) = ( ARMOR_PROF(3) ) [131] 0x1c4 4 Flag Feats (2/3) = ( MARTIAL_AXE(6) MARTIAL_BOW(7) MARTIAL_FLAIL(8) MARTIAL_GREATSWORD(9) MARTIAL_HAMMER(10) MARTIAL_LARGESWORD(11) MARTIAL_POLEARM(12) SHIELD_PROF(20) SIMPLE_CROSSBOW(21) SIMPLE_MACE(22) SIMPLE_MISSILE(23) SIMPLE_QUARTERSTAFF(24) SIMPLE_SMALLBLADE(25) ) [132] 0x1c8 4 Flag Feats (3/3) = ( No feats selected ) [133] 0x1cc 12 Unknown Unknown = 00 00 00 00 00 00 00 00 00 00 00 00 h [134] 0x1d8 1 DecNumber MW: Bow = 1 [135] 0x1d9 1 DecNumber SW: Crossbow = 1 [136] 0x1da 1 DecNumber SW: Missile = 1 [137] 0x1db 1 DecNumber MW: Axe = 1 [138] 0x1dc 1 DecNumber SW: Mace = 1 [139] 0x1dd 1 DecNumber MW: Flail = 1 [140] 0x1de 1 DecNumber MW: Polearm = 1 [141] 0x1df 1 DecNumber MW: Hammer = 1 [142] 0x1e0 1 DecNumber SW: Quarterstaff = 1 [143] 0x1e1 1 DecNumber MW: Great Sword = 1 [144] 0x1e2 1 DecNumber MW: Large Sword = 1 [145] 0x1e3 1 DecNumber SW: Small Blade = 1 [146] 0x1e4 1 DecNumber Toughness = 0 [147] 0x1e5 1 DecNumber Armored Arcana = 0 [148] 0x1e6 1 DecNumber Cleave = 0 [149] 0x1e7 1 DecNumber Armor proficiency = 3 [150] 0x1e8 1 DecNumber SF: Enchantment = 0 [151] 0x1e9 1 DecNumber SF: Evocation = 0 [152] 0x1ea 1 DecNumber SF: Necromancy = 0 [153] 0x1eb 1 DecNumber SF: Transmutation = 0 [154] 0x1ec 1 DecNumber Spell Penetration = 0 [155] 0x1ed 1 DecNumber Extra Rage = 0 [156] 0x1ee 1 DecNumber Extra Wild Shape = 0 [157] 0x1ef 1 DecNumber Extra Smiting = 0 [158] 0x1f0 1 DecNumber Extra Turning = 0 [159] 0x1f1 1 DecNumber EW: Bastard Sword = 0 [160] 0x1f2 38 Unknown Unknown = 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 h [161] 0x218 1 DecNumber Alchemy = 0 [162] 0x219 1 DecNumber Animal Empathy = 0 [163] 0x21a 1 DecNumber Bluff = 0 [164] 0x21b 1 DecNumber Concentration = 0 [165] 0x21c 1 DecNumber Diplomacy = 0 [166] 0x21d 1 DecNumber Disable Device = 0 [167] 0x21e 1 DecNumber Hide = 0 [168] 0x21f 1 DecNumber Intimidate = 0 [169] 0x220 1 DecNumber Knowledge (Arcana) = 0 [170] 0x221 1 DecNumber Move Silently = 0 [171] 0x222 1 DecNumber Open Lock = 0 [172] 0x223 1 DecNumber Pick Pocket = 0 [173] 0x224 1 DecNumber Search = 0 [174] 0x225 1 DecNumber Spellcraft = 0 [175] 0x226 1 DecNumber Use Magic Device = 0 [176] 0x227 1 DecNumber Wilderness Lore = 0 [177] 0x228 51 Unknown Unknown = 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 h [178] 0x25b 1 IdsBitmap Fav. enemy 1 = Unknown - 0 [179] 0x25c 1 IdsBitmap Fav. enemy 2 = Unknown - 0 [180] 0x25d 1 IdsBitmap Fav. enemy 3 = Unknown - 0 [181] 0x25e 1 IdsBitmap Fav. enemy 4 = Unknown - 0 [182] 0x25f 1 IdsBitmap Fav. enemy 5 = Unknown - 0 [183] 0x260 1 IdsBitmap Fav. enemy 6 = Unknown - 0 [184] 0x261 1 IdsBitmap Fav. enemy 7 = Unknown - 0 [185] 0x262 1 IdsBitmap Fav. enemy 8 = Unknown - 0 [186] 0x263 1 Bitmap Subrace = Pureblood (0) [187] 0x264 2 Unknown Unknown = 00 01 h [188] 0x266 1 DecNumber Strength = 8 [189] 0x267 1 DecNumber Intelligence = 10 [190] 0x268 1 DecNumber Wisdom = 11 [191] 0x269 1 DecNumber Dexterity = 13 [192] 0x26a 1 DecNumber Constitution = 11 [193] 0x26b 1 DecNumber Charisma = 8 [194] 0x26c 4 Unknown Unknown = 0c 04 14 00 h [195] 0x270 4 IdsBitmap Kit = Unknown - 0 [196] 0x274 8 ResourceRef Override script = None [197] 0x27c 8 ResourceRef Special script 2 = None [198] 0x284 8 ResourceRef Combat script = None [199] 0x28c 8 ResourceRef Special script 3 = None [200] 0x294 8 ResourceRef Movement script = None [201] 0x29c 46 Unknown Unknown = 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 h [202] 0x2ca 32 TextString 2nd Script name = 10gobd [203] 0x2ea 154 Unknown Unknown = 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 h [204] 0x384 1 IdsBitmap Enemy-Ally = ENEMY - 255 [205] 0x385 1 IdsBitmap General = HUMANOID - 1 [206] 0x386 1 IdsBitmap Race = GOBLIN - 155 [207] 0x387 1 IdsBitmap Class = FIGHTER - 5 [208] 0x388 1 IdsBitmap Specific = Unknown - 0 [209] 0x389 1 IdsBitmap Gender = MALE - 1 [210] 0x38a 1 IdsBitmap Functional spec. 1 = Unknown - 0 [211] 0x38b 1 IdsBitmap Functional spec. 2 = Unknown - 0 [212] 0x38c 1 IdsBitmap Functional spec. 3 = Unknown - 0 [213] 0x38d 1 IdsBitmap Functional spec. 4 = Unknown - 0 [214] 0x38e 1 IdsBitmap Functional spec. 5 = Unknown - 0 [215] 0x38f 1 IdsBitmap Alignment = LAWFUL_EVIL - 19 [216] 0x390 4 Unknown Unknown = ff ff ff ff h [217] 0x394 32 TextString Script name = 10gob [218] 0x3b4 6 Unknown Unknown = 05 00 10 00 00 00 h [219] 0x3ba 4 SectionOffset Bard1 spells offset = 62e h . . . [228] 0x3de 4 SectionOffset Cleric1 spells offset = 676 h . . . [237] 0x402 4 SectionOffset Druid1 spells offset = 6be h . . . [246] 0x426 4 SectionOffset Paladin1 spells offset = 706 h . . . [255] 0x44a 4 SectionOffset Ranger1 spells offset = 74e h . . . [264] 0x46e 4 SectionOffset Sorcerer1 spells offset = 796 h . . . [273] 0x492 4 SectionOffset Wizard1 spells offset = 7de h . . . [282] 0x4b6 4 DecNumber Bard1 spells count = 0 . . . [291] 0x4da 4 DecNumber Cleric1 spells count = 0 . . . [300] 0x4fe 4 DecNumber Druid1 spells count = 0 . . . [309] 0x522 4 DecNumber Paladin1 spells count = 0 . . . [318] 0x546 4 DecNumber Ranger1 spells count = 0 . . . [327] 0x56a 4 DecNumber Sorcerer1 spells count = 0 . . . [336] 0x58e 4 DecNumber Wizard1 spells count = 0 . . . [345] 0x5b2 4 SectionOffset Domain1 spells offset = 826 h . . . [354] 0x5d6 4 DecNumber Domain1 spells count = 0 . . . [363] 0x5fa 4 SectionOffset Abilities offset = 86e h [364] 0x5fe 4 DecNumber Abilities count = 0 [365] 0x602 4 SectionOffset Songs offset = 876 h [366] 0x606 4 DecNumber Songs count = 0 [367] 0x60a 4 SectionOffset Shapes offset = 87e h [368] 0x60e 4 DecNumber Shapes count = 0 [369] 0x612 4 SectionOffset Item slots offset = 8c2 h [370] 0x616 4 SectionOffset Items offset = 886 h [371] 0x61a 4 SectionCount # items = 3 [372] 0x61e 4 SectionOffset Effects offset = 886 h [373] 0x622 4 SectionCount # effects = 0 [374] 0x626 8 ResourceRef Dialog = None Iwd2Struct { [000] 0x000 4 DecNumber # memorizeable (total) = 0 [001] 0x004 4 DecNumber # free uses remaining = 0 }; . . . Item { [000] 0x000 8 ResourceRef Item = MISC07.ITM (Gold) [001] 0x008 2 Unknown Unknown = 00 00 h [002] 0x00a 2 DecNumber Quantity/Charges 1 = 1 [003] 0x00c 2 DecNumber Quantity/Charges 2 = 3 [004] 0x00e 2 DecNumber Quantity/Charges 3 = 0 [005] 0x010 4 Flag Itemflag = ( No flag set ) }; Item { [000] 0x000 8 ResourceRef Item = 001D4S.ITM (No such index) [001] 0x008 2 Unknown Unknown = 00 00 h [002] 0x00a 2 DecNumber Quantity/Charges 1 = 0 [003] 0x00c 2 DecNumber Quantity/Charges 2 = 0 [004] 0x00e 2 DecNumber Quantity/Charges 3 = 0 [005] 0x010 4 Flag Itemflag = ( No flag set ) }; Item { [000] 0x000 8 ResourceRef Item = 00RTGOB1.ITM (No such index) [001] 0x008 2 Unknown Unknown = 00 00 h [002] 0x00a 2 DecNumber Quantity/Charges 1 = 0 [003] 0x00c 2 DecNumber Quantity/Charges 2 = 0 [004] 0x00e 2 DecNumber Quantity/Charges 3 = 0 [005] 0x010 4 Flag Itemflag = ( No flag set ) }; [453] 0x8c2 2 DecNumber Helmet = -1 [454] 0x8c4 2 DecNumber Armor = -1 [455] 0x8c6 2 DecNumber Unknown = -1 [456] 0x8c8 2 DecNumber Gauntlets = -1 [457] 0x8ca 2 DecNumber L. Ring = -1 [458] 0x8cc 2 DecNumber R. Ring = -1 [459] 0x8ce 2 DecNumber Amulet = -1 [460] 0x8d0 2 DecNumber Belt = -1 [461] 0x8d2 2 DecNumber Boots = -1 [462] 0x8d4 2 DecNumber Weapon 1 = 1 [463] 0x8d6 2 DecNumber Shield 1 = -1 [464] 0x8d8 2 DecNumber Weapon 2 = -1 [465] 0x8da 2 DecNumber Shield 2 = -1 [466] 0x8dc 2 DecNumber Weapon 3 = -1 [467] 0x8de 2 DecNumber Shield 3 = -1 [468] 0x8e0 2 DecNumber Weapon 4 = -1 [469] 0x8e2 2 DecNumber Shield 4 = -1 [470] 0x8e4 2 DecNumber Cloak = -1 [471] 0x8e6 2 DecNumber Quiver 1 = -1 [472] 0x8e8 2 DecNumber Quiver 2 = -1 [473] 0x8ea 2 DecNumber Quiver 3 = -1 [474] 0x8ec 2 DecNumber Unknown = -1 [475] 0x8ee 2 DecNumber Quick item 1 = 0 [476] 0x8f0 2 DecNumber Quick item 2 = 2 [477] 0x8f2 2 DecNumber Quick item 3 = -1 [478] 0x8f4 2 DecNumber Inventory 1 = -1 [479] 0x8f6 2 DecNumber Inventory 2 = -1 [480] 0x8f8 2 DecNumber Inventory 3 = -1 [481] 0x8fa 2 DecNumber Inventory 4 = -1 [482] 0x8fc 2 DecNumber Inventory 5 = -1 [483] 0x8fe 2 DecNumber Inventory 6 = -1 [484] 0x900 2 DecNumber Inventory 7 = -1 [485] 0x902 2 DecNumber Inventory 8 = -1 [486] 0x904 2 DecNumber Inventory 9 = -1 [487] 0x906 2 DecNumber Inventory 10 = -1 [488] 0x908 2 DecNumber Inventory 11 = -1 [489] 0x90a 2 DecNumber Inventory 12 = -1 [490] 0x90c 2 DecNumber Inventory 13 = -1 [491] 0x90e 2 DecNumber Inventory 14 = -1 [492] 0x910 2 DecNumber Inventory 15 = -1 [493] 0x912 2 DecNumber Inventory 16 = -1 [494] 0x914 2 DecNumber Inventory 17 = -1 [495] 0x916 2 DecNumber Inventory 18 = -1 [496] 0x918 2 DecNumber Inventory 19 = -1 [497] 0x91a 2 DecNumber Inventory 20 = -1 [498] 0x91c 2 DecNumber Inventory 21 = -1 [499] 0x91e 2 DecNumber Inventory 22 = -1 [500] 0x920 2 DecNumber Inventory 23 = -1 [501] 0x922 2 DecNumber Inventory 24 = -1 [502] 0x924 2 DecNumber Magically created weapon = -1 [503] 0x926 4 Unknown Unknown = 00 00 00 00 h }; Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.