CamDawg Posted January 27, 2007 Posted January 27, 2007 Some last minute stuff I've found in my final review for v2... Roger's sea troll uses a different DV for its active and knocked down version. If you use death magic on it (instead of the conventional method of knocking it down and finishing with fire or acid), Roger never realizes the troll is dead because he's checking for the DV of the knocked down troll. // wrong DV for roger's sea troll; if killed instantly (rather than via fire) roger won't know COPY_EXISTING ~rogtro01.cre~ ~override~ WRITE_ASCII 0x280 ~rogtro02~ #20 // death variable BUT_ONLY_IF_IT_CHANGES One of the trolls in Firkraag's dungeon can be killed by anything once knocked down, instead of just fire or acid: // 'knocked down' troll can be killed by anything COPY_EXISTING ~firamb05.cre~ ~override~ WRITE_SHORT 0x24 1 // current HP WRITE_SHORT 0x46 10 // natural AC WRITE_SHORT 0x48 10 // effective AC WRITE_BYTE 0x5a 100 // resist cold WRITE_BYTE 0x5b 100 // resist electricity WRITE_BYTE 0x5f 100 // resist magic cold WRITE_BYTE 0x60 100 // resist slashing WRITE_BYTE 0x61 100 // resist crushing WRITE_BYTE 0x62 100 // resist piercing WRITE_BYTE 0x63 100 // resist missile WRITE_BYTE 0x23c 9 // dexterity WRITE_BYTE 0x270 255 // enemy BUT_ONLY_IF_IT_CHANGES
devSin Posted January 27, 2007 Posted January 27, 2007 Let's not add the slashing resist so that the captain can actually kill the troll.
CamDawg Posted January 27, 2007 Author Posted January 27, 2007 Ah, he's that troll. Yeah, slashing is gone.
Miloch Posted January 27, 2007 Posted January 27, 2007 Kind of a last minute request, but if you haven't done so, could you add something like: ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.ARE~ THEN BEGIN PRINT @# //Error: This mod can only be installed on BG2 or BGT. //Exit without installing END This removes the possibility of someone installing it on Tutu. (Or alternately, you could code in Tutu-compatibility for those components that would make sense in Tutu, but we'll probably just swipe the code for the BG1 Fixpack if there are any such components .)
CamDawg Posted January 28, 2007 Author Posted January 28, 2007 Kind of a last minute request, but if you haven't done so, could you add something like:ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.ARE~ THEN BEGIN PRINT @# //Error: This mod can only be installed on BG2 or BGT. //Exit without installing END This removes the possibility of someone installing it on Tutu. (Or alternately, you could code in Tutu-compatibility for those components that would make sense in Tutu, but we'll probably just swipe the code for the BG1 Fixpack if there are any such components .) Honestly, this would really only rule out some OBC components. Being as Tutu is based on the BG2 engine, just about all of the IDS and 2DA fixes should still apply. (No, you still shouldn't install the Fixpack on Tutu. If you use conventional Tutu, install Fixpack before the conversion; on EasyTutu don't install at all.) Since some mods use BG2 items in Tutu, you can't toss out the GTU entirely either. I know Macready has said he's working on incorporating the relevant fixes from Fixpack into future versions of EasyTutu.
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