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V9.0 CRE Death Variable(s)


FredSRichardson

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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.

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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).

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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

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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'.

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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.

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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 :D

 

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.

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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 :D), 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 :D

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Ah, I hadn't checked IE lister yet. Okay, that should be the other place I look. :D

 

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 :D ).

 

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
 };

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