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  1. I don't have any of the games to look at; if it's not in the effect (in NI), then it doesn't have a check. Stun does not have an IDS limiter (they only did it for the Paralysis/Hold effect and Charm, I think), so if that's what the wand uses, then that won't be the issue. You could check if they're immune to stun (or he has some mod that changes their attributes); I wouldn't worry about the reported rolls in any case.
  2. Paralysis has a built-in IDS requisite; I'd make sure it's not set to HUMANOID (which would prevent it from affecting wyverns, even if they did fail their save). The negative value should affect the roll correctly (you need to roll a value >= your save, and the bonus is applied to your roll before then, so you have to roll four greater to save than you otherwise would). This is a simple flag IIRC, not part of the format. Undefined bit in BG/TotSC from what I remember.
  3. It sounds like timing mode. A lot of the color modifiers on items have instant/limited timing, so they don't persist outside the inventory interface (I'd be surprised if we didn't patch these in BG1UB, since we did some simple fixes there). (And still others were set to be dispelled.) I know we patch a lot of files in the BG2 fixpack because of this crap.
  4. The bots have been doing this for a long time now. Usually, the context is so horribly wrong that you can guess it's not legit even before their spam links show up.
  5. Thanks for pointing Anomen's profs out; likely change would simply be to assign two stars elsewhere (he starts at 2-2-2 mace/sling/spear), then does cleric hammer/swordshield 1-1, then does quarterstaff 1, then can be club or flail or popular vote. We won't in any case raise any of Anomen's proficiencies above 2 stars or alter or reduce his default valid proficiencies--he shouldn't suck as much as he does by default, but we will not dramatically over-empower him this long after the fact; this is why spears was chosen: he mentions using spears early on as a squire in dialogue, and there's n
  6. Not to be an ass, but if you want a wiki, make one. Otherwise, STOP COMPLAINING. I don't like wikis. I would much rather discovery and documentation come about through discussion and forcing igi to review everything than shadow-posting on a dumb random webpage that nobody will ever find.
  7. CLCK18 is a fake robe that you'll never see in the game. The real knave's robe is CLCK12.
  8. Cam and Fred on the same day! Joy! ;D
  9. Can I get access to the forum? I need to make sure I cover everything and eventually get some linkage up for my "fix"pack. Eventually...
  10. They use the translucency (#66) effect. If it doesn't exist in ID2, you can probably get away with the blur effect, but I think it gives them an AC bonus (although if it exists at all, it might have additional properties in ID2).
  11. Unless they completely overhauled the palette system, you shouldn't see any difference. Only palettable animations (all the PC animations and any carried over from BG) are affected by these values (these will be the animations with wacky neon colors). The IWD and new-style BG2 animations (and probably all new ID2 animations) aren't affected by normal color effects (and they don't use standard weapon components, so even their weapons can't be colored in the normal fashion). I think the major color is used to determine the console feedback color for the character, but I don't know if they do t
  12. Since goblins and orcs aren't dynamically colored, you can probably do away with SET_COLOR?
  13. Yeah. Just start separate threads for each one. And don't worry about updating the list. If you proclaim yourself the "Linkmaster," you automatically assume all responsibilites pertaining to said list.
  14. These are all appropriately referenced in ToB dialogue files. When DLTCEP says "LOCAL," it looks to mean "not GLOBAL." Most of the LOCALS are area variables. It obviously doesn't check timer references and IncrementGlobal() actions, either. Both this and KnowBeholder seem to have been intentionally omitted. I've re-enabled them locally, but the resulting dialogue paths are pretty flakey. This appears to be another case of a late-addition cutscene (it controls a dialogue option for Cor that tells you to follow Anomen, but you have no choice to follow him and no chance to talk to Cor af
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