CamDawg Posted November 17, 2006 Author Share Posted November 17, 2006 Everything noted so far is fixed, but I'll keep this thread in the general forum since the playthrough is ongoing. Link to comment
CamDawg Posted November 17, 2006 Author Share Posted November 17, 2006 Drow Admantine Chain +5 has no lore value so it always shows up identified. The Keep Messenger and Dermin Courtierdale spawn in Drizzt's random encounter area. Both have checks to prevent them spawning in any of the chapter six areas (Underdark Exit, Small Teeth Pass, North Forest, Forest of Tethyr) so it makes sense to also exclude them from this one. Given how long chapters four and five take it's almost guaranteed they'll spawn here (if you're in the right part of the plot), just as Delon will almost always be waiting with Elhan. Link to comment
CamDawg Posted November 18, 2006 Author Share Posted November 18, 2006 Vittorio, the beggar from the Wish quest, can have 'no valid links' bugs when he moves into Delosar's Inn. If he appears slightly behind the wall, his See trigger will return false, leaving him with no valid states. If we move his location slightly everything fires without a hitch. // if vittorio spawns behind wall, can break wish quest REPLACE_ACTION_TEXT ~lout~ ~EscapeAreaMove("AR0514",[0-9]+,[0-9]+,4)~ ~EscapeAreaMove("AR0514",442,410,4)~ Link to comment
CamDawg Posted November 18, 2006 Author Share Posted November 18, 2006 In the return to Bohdi's lair in chapter six, Valen greets you in the hallway. When she spots a party member, she sets some variables, displays a string, and attacks. The variables, in turn, prompt Del to transform out of his bat form and attack the party. If you kill Valen without her seeing you (i.e. via backstab) the variables don't get set and Del never transforms out of bat form. // valen's premature death prevents Del changing from bat form and attacking COPY_EXISTING ~c6valen.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~ReallyForceSpellDead(Myself,VALEN_MIST_FORM_CHANGE)~ ~SetGlobal("ValenFight","AR0808",1) ReallyForceSpellDead(Myself,VALEN_MIST_FORM_CHANGE)~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES Link to comment
CamDawg Posted November 18, 2006 Author Share Posted November 18, 2006 A new conflict between UB and Fixpack: if you acquire the druid stronghold, Nilthiri (in the first stronghold quest) is unkillable if you've installed 'Corrected BAMs and Scripts' from UB. It's doing the same fix as Fixpack, but in a different enough fashion to introduce conflict. I've provided a fix for UB v16. In the meantime, avoid this component if you're planning on taking the druid stronghold. Alternatively you can workaround it by commenting out/deleting these lines from setup-ub.tp2, round about line 889: COPY_EXISTING ~DRSHNL01.CRE~ ~override/DRSHNL01.CRE~ /* Nilthiri */ WRITE_ASCII ~0x248~ ~DRSHNL01~ /* Assigns the appropriate script */ WRITE_LONG ~0x250~ 0x00000000 EXTEND_TOP ~DRSHNL01.bcs~ ~ub/misc/u!nilthi.baf~ /* Fixes Nilthiri's script */ COMPILE ~ub/misc/DRSHNL02.baf~ Link to comment
berelinde Posted November 18, 2006 Share Posted November 18, 2006 So that's what's doing it. I've been leaving the area, going to Trademeet, then returning, at which point she becomes killable. Link to comment
CamDawg Posted November 18, 2006 Author Share Posted November 18, 2006 Two wand issues: Wand of the Heavens has no lore value so it always appears identified. I've always wondered why the Wand of Wonder was so expensive: it's overcharged. It has a max 10 charges--the version found in the alhoon's lair has 50 and this quintuples its sell value. Can someone who has an understanding of mus files take a look at ar3001 (first level of Watcher's Keep)? The combat music isn't stopping for me. // fixes overcharged wand o' wonder COPY_EXISTING ~ar0711.are~ ~override~ READ_SHORT 0x76 "itm_num" READ_LONG 0x78 "itm_off" FOR (index = 0; index < itm_num; index = index + 1) BEGIN READ_ASCII ("%itm_off%" + ("%index%" * 0x14)) "item" PATCH_IF ("%item%" STRING_COMPARE_CASE "wand12" = 0) BEGIN WRITE_SHORT ("%itm_off%" + 0x0a + ("%index%" * 0x14)) 10 SET "index" = "%itm_num%" // kills loop END END BUT_ONLY_IF_IT_CHANGES // wand o' heavens has no lore value COPY_EXISTING ~wand11.itm~ ~override~ WRITE_SHORT 0x42 50 BUT_ONLY_IF_IT_CHANGES Link to comment
devSin Posted November 18, 2006 Share Posted November 18, 2006 Can you post the MUS file contents? I'm sure it's just one of those things keeping the game in combat mode (or the combat music is the area music); you can't even really achieve constant playback with the playlist file, so it's something with your game (maybe a creature escaped or disappeared or is still targeting you or something) or with the area definition. We need to do a mass charge check for all the items. I've put off doing it for years. For the Wand of Wonder, however, I do believe that giving the user 50 charges was intended. Link to comment
CamDawg Posted November 18, 2006 Author Share Posted November 18, 2006 For the Wand of Wonder, however, I do believe that giving the user 50 charges was intended. Any particular reason? For ar3001, day song and night song: mx0404.mus Mx0404 6 SPC1 A SPC1 SPC1 SPC1 SPC1 All other references are bd3.mus, which it looks like we nabbed code from japheth to try and fix this already: COPY_EXISTING ~music/bd3.mus~ ~music~ REPLACE_TEXTUALLY ~G2 +A2 +@TAG +ZG2~ ~G2 BD3 A2 @TAG ZG2~ BUT_ONLY_IF_IT_CHANGES Before & after for bd3.mus follow: BD3 14 A1 @TAG Z A2 @TAG Z B1 @TAG Z B2 @TAG Z C1 @TAG Z C2 @TAG Z C3A @TAG Z C3B @TAG Z D1 @TAG Z E1 @TAG Z F1A @TAG Z F2 @TAG Z G1 @TAG Z G2 A2 @TAG ZG2 # A2 is loop BD3 14 A1 @TAG Z A2 @TAG Z B1 @TAG Z B2 @TAG Z C1 @TAG Z C2 @TAG Z C3A @TAG Z C3B @TAG Z D1 @TAG Z E1 @TAG Z F1A @TAG Z F2 @TAG Z G1 @TAG Z G2 BD3 A2 @TAG ZG2 # A2 is loop Link to comment
devSin Posted November 18, 2006 Share Posted November 18, 2006 Because it's in the evil den of mind flayers in the evil room of mind flayers and it's the stick variant of Sphere of Chaos. I don't think somebody accidentally said "this wand's ITM must specify 50 charges, I'm sure" before they stuck it in. More likely that they simply didn't care about the inflation from overcharged items. There's nothing wrong with any of those MUS files. The engine alone controls when the music should play and when it should stop; the playlists simply hint at what it should do when it decides that it's supposed to do something. Link to comment
CamDawg Posted November 19, 2006 Author Share Posted November 19, 2006 It isn't the number of charges, it's more the resultant price inflation--you can sell the wand for ~15k whereas the next best wand (Wand of the Heavens) will be in the range of ~5k fully charged. Only the upgraded Short Sword of Mask +5 can be sold for more, and the only SoA items worth more than 10k are Balduran's Plate and the Staff of the Magi. I have no issue upping the max charges to 50 if that's more acceptable (that'll drop the price just as efficiently without losing charges) but I think the price is definitely a bug. Link to comment
devSin Posted November 19, 2006 Share Posted November 19, 2006 I think we need community feedback. I don't think the price was intentional, but I'm not sure that increasing the default charges is any better than lowering the actual charges. I think we'd eventually find some value in the middle for the charges; the wand is fun but isn't terribly useful, so raising it from 10 can't make that big a deal. Link to comment
devSin Posted November 19, 2006 Share Posted November 19, 2006 You so could have put those in another thread. Link to comment
Nythrun Posted November 19, 2006 Share Posted November 19, 2006 Your wish is my gentle suggestion Link to comment
devSin Posted November 19, 2006 Share Posted November 19, 2006 We need to do a mass charge check for all the items. I've put off doing it for years. For the Wand of Wonder, however, I do believe that giving the user 50 charges was intended.Similarly, we need to make sure that all those dumb duration fields are set to 0 (unless we've already done that). Link to comment
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