Roana Posted November 8, 2006 Share Posted November 8, 2006 Hello, yes, I'm going forth reading the TP2, fixing my game....... ....and I guess, I should post this: A list, what I have had to fix - and what not - at this point in the fixpack (copied from my word-TP2.doc. Sadly, I have here not the colors, I use there): // adds magical flag to a mess of undroppable items to prevent black dragon from taking them COPY_EXISTING ~AERIEBAB.ITM~ ~override~ // done ~AIFAST.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~BOOTDRIZ.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~BOWNON.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~CATTAC1.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~CHAINS.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item – will be destroyed by her in dialog ~CLCK18.ITM~ ~override~ // NOT fixed – is already magical – is the robe of knave’s ~DAGGSHIT.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~DAX1H01.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~DHELM01.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~DLEAT10.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~DSHLD01.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~FAMCAT.ITM~ ~override~ // done ~FAMCAT25.ITM~ ~override~ // done ~FAMDUS25.ITM~ ~override~ // done ~FAMDUST.ITM~ ~override~ // done ~FAMFAI25.ITM~ ~override~ // done ~FAMFAIR.ITM~ ~override~ // done ~FAMFER.ITM~ ~override~ // done ~FAMFER25.ITM~ ~override~ // done ~FAMIMP.ITM~ ~override~ // done ~FAMIMP25.ITM~ ~override~ // done ~FAMPSD.ITM~ ~override~ // done ~FAMPSD25.ITM~ ~override~ // done ~FAMPSDAT.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~FAMQUA25.ITM~ ~override~ // done ~FAMQUAS.ITM~ ~override~ // done ~FAMRAB.ITM~ ~override~ // done ~FAMRAB25.ITM~ ~override~ // done ~HELMSKWA.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~KUOBOW.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~KUOSPER.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~MISC4G.ITM~ ~override~ // NOT fixed – who have met the black dragon in Irenicus Dungeon at the beginning game? ~MISC84.ITM~ ~override~ // done ~PALRING.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~PLAT07.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~PLAT98.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~plybass.itm~ ~override~ // NOT fixed – will be created by spell ~plyfist.itm~ ~override~ // NOT fixed – will be created by spell ~plymstar.itm~ ~override~ // NOT fixed – will be created by spell ~plysala.itm~ ~override~ // NOT fixed – will be created by spell ~plyspid.itm~ ~override~ // NOT fixed – will be created by spell ~plywyvrn.itm~ ~override~ // NOT fixed – will be created by spell ~SAHSPEAR.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~SAHSTAFF.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~SALACOLD.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~SALASPER.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~SHLD18.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~SHLD99.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~SW1H11.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~SW1H21.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~SW1H57.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~SW2H01B.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~VISCHAN1.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~VISCHAN2.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~VISCLCK1.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~VISCLCK2.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~VISCLCK3.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~VISCLCK4.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~VISCLCK5.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~VISLEAT1.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~VISLEAT2.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~VISPLAT1.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~VISPLAT2.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files READ_BYTE 0x18 "flags" PATCH_IF (("%flags%" BAND "0b00000100") = "0b00000000") BEGIN WRITE_BYTE "0x18" ("%flags%" BOR "0b01000000") END END BUT_ONLY_IF_IT_CHANGES Maybe, you are interest in keeping the Fixpack as short as possible... If not, feel free, to delete this post Regards Roana Link to comment
CamDawg Posted November 8, 2006 Share Posted November 8, 2006 Cheers, these have been thinned out. However, the comment is a bit deceptive--while it started out as an anti-black dragon change, I ended up tossing all items that should be flagged as magical into this patch. These: ~BOOTDRIZ.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~CLCK18.ITM~ ~override~ // NOT fixed – is already magical – is the robe of knave’s ~DAX1H01.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~MISC4G.ITM~ ~override~ // NOT fixed – who have met the black dragon in Irenicus Dungeon at the beginning game? ~PLAT98.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~plybass.itm~ ~override~ // NOT fixed – will be created by spell ~plyfist.itm~ ~override~ // NOT fixed – will be created by spell ~plymstar.itm~ ~override~ // NOT fixed – will be created by spell ~plysala.itm~ ~override~ // NOT fixed – will be created by spell ~plyspid.itm~ ~override~ // NOT fixed – will be created by spell ~plywyvrn.itm~ ~override~ // NOT fixed – will be created by spell are all magical items and need to be flagged. (For example, not flagging the ply* weapons will cause them to fail against Protection from Normal Weapons, despite being magical.) In patched, clean ToB (English version, at least) clck18 is not flagged as magical. Link to comment
Roana Posted November 8, 2006 Author Share Posted November 8, 2006 Cheers, these have been thinned out. However, the comment is a bit deceptive--while it started out as an anti-black dragon change, I ended up tossing all items that should be flagged as magical into this patch. These: ~BOOTDRIZ.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~CLCK18.ITM~ ~override~ // NOT fixed – is already magical – is the robe of knave’s ~DAX1H01.ITM~ ~override~ // NOT fixed – NPC-ONLY undroppable item ~MISC4G.ITM~ ~override~ // NOT fixed – who have met the black dragon in Irenicus Dungeon at the beginning game? ~PLAT98.ITM~ ~override~ // NOT fixed – file NOT or ONLY in CUTSCENE used ~plybass.itm~ ~override~ // NOT fixed – will be created by spell ~plyfist.itm~ ~override~ // NOT fixed – will be created by spell ~plymstar.itm~ ~override~ // NOT fixed – will be created by spell ~plysala.itm~ ~override~ // NOT fixed – will be created by spell ~plyspid.itm~ ~override~ // NOT fixed – will be created by spell ~plywyvrn.itm~ ~override~ // NOT fixed – will be created by spell are all magical items and need to be flagged. (For example, not flagging the ply* weapons will cause them to fail against Protection from Normal Weapons, despite being magical.) In patched, clean ToB (English version, at least) clck18 is not flagged as magical. Hello, didn't have thought, to read from you so fast (you are 9 hours behind my time ) Well, I will flag these few items. As I have postet, I have this post based on the script, that led destroy all destructable items by the player-chars. So I have all not by PC usable items cutted out. But you are right - a few should be flagged anyway For the "robe of knave": all I post here is ever from my original biffs - I always choose in NI the ignore Override-Option to control, what is in the original game, so that I don't post here anything, I have installed with a mod or made by myself (that would confuse you and others). This robe is a good example for this: it flagged as magical in the original biff in my German ToB-game . For my comments: I have a few comments, that I copy by starting word (from a little .doc) in the cache, from where I only paste them into my TP2.doc - the comments above are a few of them. I don't wanted to explain too many and bore people, that are knowing the fix better, than I do. May be I was too short in my comments - I will try to do it better in my next post (which will follow this, but as a new post) Regards Roana Link to comment
devSin Posted February 3, 2008 Share Posted February 3, 2008 For the curious, the magical flag has no effect whatsoever on DestroyAllDestructibleEquipment(). As far as this action is concerned, "Indestructible" means "Unsellable," and any item not flagged as such will be consigned to the void, magic or no. Link to comment
CamDawg Posted February 14, 2008 Share Posted February 14, 2008 So, let's review the list of patched items here: bearspir.itm lionspir.itm snakspir.itm wolfspir.itm The weapons of totemic druid summons; these should be flagged as magical. clck18.itm Knave's Robe; should be magical. plybass.itm plyfist.itm plymstar.itm plysala.itm plyspid.itm plywyvrn.itm Weapons for polymorphed characters. As above, should probably be kept. misc84.itm Boo should be flagged as unsellable (quest) instead of magical. aeriebab.itm famcat.itm famcat25.itm famdus25.itm famdust.itm famfai25.itm famfair.itm famfer.itm famfer25.itm famimp.itm famimp25.itm fampsd.itm fampsd25.itm famqua25.itm famquas.itm famrab.itm famrab25.itm misc4g.itm These should also be flagged as unsellable instead of magical. As they already are flagged as such, we don't need to change anything here. bootdriz.itm dax1h01.itm helmskwa.itm kuobow.itm kuosper.itm plat98.itm These should be dropped. Bootdriz really are magical, but being as this flag will have zero effect on anything it's fairly useless. Link to comment
CamDawg Posted February 14, 2008 Share Posted February 14, 2008 // adds unsellable flag to boo COPY_EXISTING ~misc84.itm~ ~override~ PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files READ_BYTE 0x18 "flags" WRITE_BYTE "0x18" ("%flags%" BOR 0b00000001) END BUT_ONLY_IF_IT_CHANGES // adds magical flag to a mess of undroppable items to prevent black dragon from taking them COPY_EXISTING ~bearspir.itm~ ~override~ ~clck18.itm~ ~override~ ~lionspir.itm~ ~override~ ~plybass.itm~ ~override~ ~plyfist.itm~ ~override~ ~plymstar.itm~ ~override~ ~plysala.itm~ ~override~ ~plyspid.itm~ ~override~ ~plywyvrn.itm~ ~override~ ~snakspir.itm~ ~override~ ~wolfspir.itm~ ~override~ PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files READ_BYTE 0x18 "flags" WRITE_BYTE 0x18 ("%flags%" BOR 0b01000000) END BUT_ONLY_IF_IT_CHANGES Link to comment
devSin Posted February 14, 2008 Share Posted February 14, 2008 Boo can't be flagged as unsellable or Minsc will "grant" his furry companion to Player1 if he ever leaves the party. Right, Boo? Should we fix BOOTDRIZ? I'm totally unsure, but in BG/TotSC, the 9 rate would give Drizzt a +2 bonus, but in BG2, it's just the default speed (my BOOT01 is just a +2 bonus, so I swap his special boots for undroppable BOOT01 to have one less file to patch). The problem is that I'm not sure if they wanted his avatar to always move at 9 in BG/TotSC or if they wanted him to always move slightly faster than the PC... We might want to keep DAX1H01 (the Valhalla berserkers' weapon). It has all the +1 bonuses (although the +0 speed factor) but isn't flagged magical; I'm fine with dropping the rest (unless there's a lore value or it's a weapon, the magic flag serves no purpose whatsoever). Link to comment
Nythrun Posted February 15, 2008 Share Posted February 15, 2008 The problem is that I'm not sure if they wanted his avatar to always move at 9 in BG/TotSC or if they wanted him to always move slightly faster than the PC... Isn't the TotSC boot01.itm just a movement rate bonus also (i.e. Drizzt is just that much cooler than you)? I'm starting to think the whole haste-type-two fiasco in BG2 was just an attempt to prevent cumulativity gone awry. Link to comment
devSin Posted February 15, 2008 Share Posted February 15, 2008 Isn't the TotSC boot01.itm just a movement rate bonus also (i.e. Drizzt is just that much cooler than you)?Yeah, but it makes you that much cooler than Drizzt (11 v. 9). Which is why I can't figure it out (it wasn't my intent, but it looks like my BOOT01s should replicate the original behavior of 11 movement rate for PCs in BG/TotSC, huzzah!). Link to comment
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