Jump to content

Mike1072

Gibberling Poobah
  • Content Count

    2,661
  • Joined

  • Last visited

About Mike1072

  • Birthday 04/07/1988

Profile Information

  • Gender
    Male
  • Location
    Canada
  • Mods Worked On
    Item Revisions, Shadow Hand, Spell Revisions, Kit Revisions

Recent Profile Visitors

25,321 profile views
  1. The code you have is changing the icons for the extended headers (item abilities). If you want to change the inventory icon as well, you need to add this line of code when you patch SCRLW801.ITM: WRITE_ASCII 0x3a ~ISCRL1R~ #8 // update inventory icon I would insert it right after this line: PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files
  2. Mike1072

    Bug Reports: IR v4 Beta

    I think your code is waiting in a pull request. Can't remember why I didn't merge it right away.
  3. Mike1072

    How to empty my attachments ?

    We've got limited storage space, so unlimited is not an option. If you are nearing the limit, you may have to remove some of your old attachments which are no longer necessary. We leave that in your hands; this prevents cruft from accumulating while keeping the most important stuff around. I've moved you to the modder group which gives you more space.
  4. Mike1072

    fj_add_are_structure --> Calculating Vertex?

    Just take a look at Jastey's code. A coordinate of (3690, 2240) can be provided as: 3690 + (2240 << 16)
  5. You didn't copy the text properly.
  6. You need to specify an argument for the slot parameter in ADD_CRE_ITEM. Here's the full explanation of the command. WeiDU also includes a tutorial for it. The short version is you probably want something like this: COPY_EXISTING ~gorsal.cre~ ~override~ ADD_CRE_ITEM ~scaler~ #0 #0 #0 ~NONE~ ~INV~ COPY_EXISTING ~dracblac.cre~ ~override~ ADD_CRE_ITEM ~scaleb~ #0 #0 #0 ~NONE~ ~INV~
  7. You have to post your entire .tp2 code. (You can just copy/paste it into a code block instead of attaching files.)
  8. G3: Yoshimo's Remorse v1.0 released! We are happy to announce that Yoshimo's Remorse by Lava Del'Vortel and jmaeq is now available at Gibberlings Three. Was the event at the Asylum truly the ending to Yoshimo's adventures with the Bhaalspawn? Is there simply no way to redeem himself? Yoshimo's Remorse is a mod for BG2:ToB that makes Yoshimo a playable character in Throne of Bhaal. However, he is not what you expect him to be... Prepare yourself for new adventures and talks with the infamous bounty hunter, a tormented soul that was left with nothing but regrets. Listen to him as this may be his last chance to find peace. Mod PageForumDownload
  9. Depending on what kind of item it is, those abilities might be something like ranged version / melee version, or they could be separate magical abilities. So for something like changing an icon, I'd probably add some sort of check during the loop to make sure I was modifying the right one. I wanted to put some code out there that wouldn't rely on arbitrary unsafe offsets outside the file header. If you're modifying a file where you aren't sure of its exact contents, you can't be sure that the data you want will be located at those offsets. (Even if it almost always will be.) Subtledoctor's probably right that there are functions that can do this sort of thing as well, but it helps to know how the underlying data is structured. Knowing how to code it yourself also gives the advantage that you can implement more complicated logic in your patches that you might not be able to do with pre-made functions.
  10. Glad to hear. Nope; other side of the country. We all learn some French in school, though.
  11. ///////////////////////// ///////////////////////// // mod Kaya pour BG2ToB par Prof Errata // ///////////////////////// ///////////////////////// BACKUP ~Kaya\backup~ AUTHOR ~Prof Errata~ LANGUAGE ~English~ ~english~ ~Kaya/translations/english/dialog.tra~ LANGUAGE ~Francais~ ~french~ ~Kaya/translations/french/dialog.tra~ BEGIN @10000 // Creature Stuff COPY ~Kaya/creature/PEKaya.CRE~ ~override/PEKaya.CRE~ SAY NAME1 @10010 SAY NAME2 @10010 // Stores ACTION_IF (FILE_EXISTS_IN_GAME ~scrlw801.itm~) THEN BEGIN // SR Wraithform COPY_EXISTING ~scrlw801.itm~ ~override~ PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files READ_LONG 0x64 abilities_offset READ_SHORT 0x68 num_abilities FOR (i = 0; i < num_abilities; i += 1) BEGIN // loop through abilities // update icon WRITE_ASCII (abilities_offset + 0x38*i + 0x04) ~ISCRL1R~ #8 END END BUT_ONLY END COPY ~Kaya/store/PEKaya.STO~ ~override/PEKaya.STO~ SAY NAME2 @10020 // Dialogues COMPILE ~Kaya/dialogue/PEKaya.d~ // Scripts Extensions EXTEND_BOTTOM ~ar0702.bcs~ ~Kaya/baf/PEKaya.baf~ AT_INTERACTIVE_EXIT ~VIEW Kaya/ModKaya.txt~
  12. Looks like an extra character got copied in: 0x?71 should be 0x71. Also you are missing the final END statement.
  13. I don't encounter any parse errors when running it. Can you post your entire .tp2 file?
  14. The main issue with writing over the entire text field can be solved like this: WRITE_ASCII 0x76 ~ISCRL1R~ #8 This is likely to work if the file hasn't been changed between when SR is installed and your mod is installed. However, it's good practice to not rely on this, and there is a safer way to code this sort of thing. The icon will not always be stored at offset 0x76. The icon field is part of the extended header section of the file. An item may have one or more extended headers, also known as abilities. They are each 0x38 bytes in length and they may not be located directly after the header. We can find out how many abilities there are and where they start in the file by reading that information from the header, in offsets 0x68 and 0x64. Then we can loop through each ability and change its icon. Here's the full code: ACTION_IF (FILE_EXISTS_IN_GAME ~scrlw801.itm~) THEN BEGIN // SR Wraithform COPY_EXISTING ~scrlw801.itm~ ~override~ PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files READ_LONG 0x64 abilities_offset READ_SHORT 0x68 num_abilities FOR (i = 0; i < num_abilities; i += 1) BEGIN // loop through abilities // update icon WRITE_ASCII (abilities_offset + 0x38*i + 0x04) ~ISCRL1R~ #8 END END BUT_ONLY END
  15. Mike1072

    Adapting an armor to IR conventions

    Best option is to simply let us know about it, as you have, and/or issue a pull request on GitHub, adding it to the armor list in an appropriate spot. ~iu#leat1~ => 194
×