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Joakim

Member Since 30 Jul 2006
Offline Last Active Jan 07 2007 05:13 AM

Posts I've Made

In Topic: I can't kill trolls

07 January 2007 - 12:59 AM

no they're not. they're level 12 fighter/thieves, with the HP and THACO you would expect of a 12th level F/T. all they're doing is attacking more sensibly than they do in the original game: ie, they're going invisible as soon as they see you then attacking, rather than the other way around. they're not doing anything that a level 12 F/T in yr party could do.

They were 12th lv F/T? If they were dualclass, I can understand how they were strong like that. So they were both 12th lv in each class? or F/T total lv is 12?

As I said, I could beat them all in normal difficulty. I just supposed they were stronger than Renal. Forget about it.

There is a patch to fix the troll issue here. It may overwrite some of the BP spawns in the area, but I'm really more concerned about the game actually, like, working. If you try it, let me know the results.

Thanks for that Sim. But unfortunately, I've uninstalled my BG2. So I coudn't try it with BP v177. Anybody who can try it under BP, post the result to Sim and let us know.

In Topic: Funny bug?

21 December 2006 - 03:31 AM

I've replaced fixpack tp2 file's chant fix section to above code to fix chant problem, but I cannot fix it.

I also downloaded spell file from the link that seanas was mentioned, but I don't know how to use it.

How to fix this problem?

In Topic: Funny bug?

21 December 2006 - 01:51 AM

I think
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements
is not the reason of replacing icons problem because When I installed just Baldurdash and BG2 Tweaks, this problem is not occured.

Hmm... maybe Icon Improvements and Corrected BAMs and Scripts make this concern.

UB's Corrected BAMs and Scripts features tp2 code is like that
BEGIN @50

COPY ~ub/ubnull.itm~ ~override/ubbams.xxx~ //null file to identify this component

/* Corrected Avatars */

COPY_EXISTING ~CLONE1.CRE~ ~override/CLONE1.CRE~	 /* Ellesime clone in Chateau Irenicus */
WRITE_LONG	~0x28~	   ~0x7F31~

//COPY_EXISTING ~GORSTA06.CRE~ ~override\GORSTA06.CRE~  /* Fixes statue avatars in Watcher's Keep */
//WRITE_LONG ~0x28~ ~0x1000~

//COPY_EXISTING ~GORSTA10.CRE~ ~override\GORSTA10.CRE~  /* Fixes statue avatars in Watcher's Keep */
//WRITE_LONG ~0x28~ ~0x7F11~

//COPY_EXISTING ~GORSTA12.CRE~ ~override\GORSTA12.CRE~  /* Fixes statue avatars in Watcher's Keep */
//WRITE_LONG ~0x28~ ~0x7310~

/* Corrected Inventory BAMs */

COPY_EXISTING ~FAMFAIR.ITM~ ~override/FAMFAIR.ITM~   /* Fairy Dragon Familiar */
			  ~FAMPSD.ITM~  ~override/FAMPSD.ITM~	/* Pseudodragon Familiar */
WRITE_ASCII   ~0x3a~		~FAMPSD~

ACTION_IF FILE_EXISTS_IN_GAME ~saradush.mve~
THEN BEGIN
COPY_EXISTING ~FAMFAI25.ITM~ ~override/FAMFAI25.ITM~ /* Fairy Dragon Familiar (ToB) */
			  ~FAMPSD25.ITM~ ~override/FAMPSD25.ITM~ /* Pseudodragon Familiar (ToB) */
WRITE_ASCII   ~0x3a~		 ~FAMPSD~
END

/* Remove evil-aligned weaponry */

COPY_EXISTING ~C6ELHAN.CRE~ ~override/C6ELHAN.CRE~   /* Remove Elhan's evil-aligned Shazzellim scimitars */
			  ~SUELHAN.CRE~ ~override/SUELHAN.CRE~
REPLACE_TEXTUALLY "SW1H50" "SW1H22"

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~

COPY_EXISTING ~ruffian.cre~ ~override/ruffian.cre~   /* Assigns Amalas his correct script */
WRITE_ASCII 0x248 ~AMALAS~						   /* Assigns amalas.bcs as his override script */
and I don't think it touches longbow or compositebow.

And about chant... If I put in this code to fixpack's tp2 file, this problem would be solved?
COPY_EXISTING ~sppr203.spl~  ~override~
  PATCH_IF (%SOURCE_SIZE%>0x71)							   BEGIN
	READ_LONG	0x64 "ho"									// extended header offset
	READ_SHORT   0x68 "hc"									// extended header count
	READ_LONG	0x6a "eo"									// feature table offset
	FOR ("i1"=0; "%i1%"<"%hc%"; "i1"+=1)					  BEGIN
	  WRITE_BYTE	("%ho%"+(0x28*"%i1%")+0x0c) 0x05		  // target self
	  WRITE_SHORT   ("%ho%"+(0x28*"%i1%")+0x0e) 0x00		  // range
	  READ_SHORT	("%ho%"+(0x28*"%i1%")+0x1e) "ec"		  // effects for header i+1
	  READ_SHORT	("%ho%"+(0x28*"%i1%")+0x20) "ei"		  // effect index for header i+1
	  WRITE_SHORT   ("%ho%"+(0x28*"%i1%")+0x26) 0x01		  // projectile: none
	  DELETE_BYTES  ("%eo%"+(0x30*"%ei%")+0x00) (0x30*"%ec%") // remove existing effects
	  INSERT_BYTES  ("%eo%"+(0x30*"%ei%")+0x00) 0x60		  // add two new effects
	  WRITE_ASCII   ("%eo%"+(0x30*"%ei%")+0x14) ~sppr203d~ #8 // positive chant
	  WRITE_ASCII   ("%eo%"+(0x30*"%ei%")+0x44) ~sppr203e~ #8 // negative chant
	  FOR ("i2"=0; "%i2%"<2; "i2"+=1)						 BEGIN
		WRITE_SHORT ("%eo%"+(0x30*("%ei%"+"%i2%"))+0x00) 0x92 // cast spell
		WRITE_BYTE  ("%eo%"+(0x30*("%ei%"+"%i2%"))+0x02) 0x01 // target self
		WRITE_BYTE  ("%eo%"+(0x30*("%ei%"+"%i2%"))+0x03) 0x00 // power
		WRITE_LONG  ("%eo%"+(0x30*("%ei%"+"%i2%"))+0x04) 0x00 // casting level
		WRITE_LONG  ("%eo%"+(0x30*("%ei%"+"%i2%"))+0x08) 0x01 // cast instantly
		WRITE_BYTE  ("%eo%"+(0x30*("%ei%"+"%i2%"))+0x0c) 0x01 // instant/permanent
		WRITE_BYTE  ("%eo%"+(0x30*("%ei%"+"%i2%"))+0x0d) 0x00 // resistability
		WRITE_BYTE  ("%eo%"+(0x30*("%ei%"+"%i2%"))+0x12) 0x64 // min prob 100%
	  END													 // FOR i2 effect fleshing
	  WRITE_SHORT   ("%ho%"+(0x28*"%i1%")+0x1e) 0x02		  // effects for header i+1
	  FOR ("i3"="%i1%"; "%i3%"<"%hc%"; "i3"+=1)			   BEGIN
		READ_SHORT  ("%ho%"+(0x28*"%i3%")+0x20) "ix"		  // search later header indices
		PATCH_IF ("%ix%">0)							  THEN BEGIN
		  WRITE_SHORT ("%ho%"+(0x28*"%l%")+0x20) (("%ix%"-"%ec%")+0x02)
		END												   // PATCH_IF
	  END													 // FOR i3; rewriting ability effect indices
	END													   // FOR i1
  END														 // PATCH_IF filesize check
BUT_ONLY_IF_IT_CHANGES										// COPY_EXISTING
I hope to get your answer.

In Topic: Funny bug?

20 December 2006 - 10:56 PM

I belive that this is already part of the Big Picture.


I opened Setup-BPv177.tp2 and found where are the cre files of Horn of Valhalla. But I only found itm files, Valhalla's creature files weren't there. Does BP really contain ValHorn?

Or is this part of Setup-BPv177.tp2 would be adding ValHorn?


<<<<<<<< ITM_RMV.TBL

CREATURE ITEM

BERSER02.CRE BERSERK
BERSER02.CRE DLEAT10
BERSER02.CRE DSHLD01
BERSER02.CRE DAX1H01

BERSER03.CRE BERSERK
BERSER03.CRE DLEAT10
BERSER03.CRE DSHLD01
BERSER03.CRE DAX1H01

BERSERSU.CRE BERSERK
BERSERSU.CRE DLEAT10
BERSERSU.CRE DAX1H01


Of course, my big concerns are the problem of chant and replacing inventory item icons between 'longbow' and 'compositebow'

In Topic: Funny bug?

20 December 2006 - 10:43 PM

I believe that's on the Fixpack items to fix list.


I've tried to find this problem? in fixpack document, but I can't find it. I've read also Fixpack Core Document, but I cannot find it also. Where I can find document about this? If it relied by fixpack, it was intended by the author?