Jump to content

Not really a bug - just a few unnesscary fixes in items...


Roana

Recommended Posts

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

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
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

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

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
// 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

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
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
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

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...