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Found 2 results

  1. Another FYI: Latest gemrb from git, files affected: FXOpcodes.cpp: // 0x13e ChangeWeather // sets the weather to param1, set it to: // 0 normal weather // 1 rain // 2 snow // 3 fog effects.ids: 0x13e ChangeWeather wildmag.2da: 5 SPWM105 0x13e * Latest TobEx, files affected: TobEx_ini.txt: Description #318 (0x13E) Stat: Set stat [318] Parameter #1: Statistic Modifier Parameter #2 low: Stat Opcode Parameter #2 high: Type After Sword Coast Strategems install this entry is found in console log: [Unknown]: fx_change_weather(318): P1: 1 Rain is present upon most level transitions, acompanied by either a mind-numbingly loud thunder-crack or the sound of a door slamming shut. Full Baldur's Gate Trilogy install with BG1/2 pre-patched to recommended version (Atari DnD Anthology). Manual install of mods in this order; BiG word fixpack v17, Baldur's Gate Trilogy 118, ScS v30, lolfixer github, generalized biffing, widescreen 3.07. Clearly there is a difference in the way effect opcode 318 (0x13E) is being implemented by GemRB and TobEx. ScS appears to use this in its core components.
  2. Hello, everyone. I have a question. How does exactly opcode #218 (Protection: Stoneskin) function? Quoting the description: What does constitute a physical attack, exactly, in terms of game's internal structure (effects, opcodes, etc.)? For example, I've noticed a bug (in my opinion), where an enemy with an active Poison Weapon ability was able to inflict poison damage to my character who had Stoneskin cast. Internally, Poison Weapon is structured as a couple of 248 and 249 opcodes (melee hit effect, ranged hit effect) referencing to an EFF file that implements the Opcode 25 (Poison) effect. Why doesn't Stoneskin block 248 and 249 opcodes? Cheers, critto
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