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[(BG2) bug] action IDS fixes

CamDawgCamDawg Member, Developer Posts: 3,438
edited November 2012 in Fixed
Subtle, but spotted by Wounded_Lion, is the error with BashDoor in action.ids:
// Fix the BashDoor() entry in ACTION.IDS (Wounded_Lion)
COPY_EXISTING ~action.ids~ ~override~
REPLACE_TEXTUALLY ~BashDoor(0:Object)~ ~BashDoor(O:Object)~
REPLACE_TEXTUALLY ~SetMoraleAI(I:Morale\*MoraleAI)~ ~SetMoraleAI(I:Morale*)~
BUT_ONLY_IF_IT_CHANGES
That's a zero-to-letter-oh change to fix this action.

I also noticed that actsleep.ids is lacking its full complement of actions available in ToB, so:
APPEND ~actsleep.ids~ ~342 DisplayStringHeadDead(O:Object*,I:StrRef*)
345 SetSequence(I:Sequence*SEQ)
346 DisplayStringNoNameHead(O:Object*,I:StrRef*)
347 SetEncounterProbability(S:FromArea*,S:ToArea*,I:Probability*)
348 SetupWish(I:Column*,I:Count*)
349 SetupWishObject(O:Creature*,I:Count*)
350 LeaveAreaLUAEntry(S:Area*,S:Entry*,P:Point*,I:Face*)
351 LeaveAreaLUAPanicEntry(S:Area*,S:Entry*,P:Point*,I:Face*)~
Post edited by Tanthalas on

Comments

  • CuvCuv Member, Developer Posts: 2,535
    @CamDawg Nice catch! Hadn't seen those.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    @CamDawg if we are here in rank B errors for this, then just remove MORALEAI, please :D
  • CamDawgCamDawg Member, Developer Posts: 3,438

    @CamDawg if we are here in rank B errors for this, then just remove MORALEAI, please :D

    Done and done.

    Eventually I'd like to start a modder request thread, which will lead with SORT THE DAMN SPELL.IDS! :)

  • SethDavisSethDavis Member Posts: 1,812
    Potentially fixed - @CamDawg's fix has been applied
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Confirmed fixed.
  • BhryaenBhryaen Member Posts: 2,874
    edited September 2012
    Confirmed fixed:

    The 0 from vBG1 and vBG2 was replaced with an O in ACTION.IDS:
    vBG1: "148 BashDoor(0:Object)"
    vBG2: "148 BashDoor(0:Object)"

    to

    BGEE: "148 BashDoor(O:Object)"

    Confirmed Added... But it appears a bit repetitive?:

    (direct copy-paste from ACTSLEEP.IDS)

    342 DisplayStringHeadDead(O:Object*,I:StrRef*)
    345 SetSequence(I:Sequence*SEQ)
    346 DisplayStringNoNameHead(O:Object*,I:StrRef*)
    347 SetEncounterProbability(S:FromArea*,S:ToArea*,I:Probability*)
    348 SetupWish(I:Column*,I:Count*)
    349 SetupWishObject(O:Creature*,I:Count*)
    350 LeaveAreaLUAEntry(S:Area*,S:Entry*,P:Point*,I:Face*)
    351 LeaveAreaLUAPanicEntry(S:Area*,S:Entry*,P:Point*,I:Face*)
    342 DisplayStringHeadDead(O:Object*,I:StrRef*)
    345 SetSequence(I:Sequence*SEQ)
    346 DisplayStringNoNameHead(O:Object*,I:StrRef*)
    347 SetEncounterProbability(S:FromArea*,S:ToArea*,I:Probability*)
    348 SetupWish(I:Column*,I:Count*)
    349 SetupWishObject(O:Creature*,I:Count*)
    350 LeaveAreaLUAEntry(S:Area*,S:Entry*,P:Point*,I:Face*)
    351 LeaveAreaLUAPanicEntry(S:Area*,S:Entry*,P:Point*,I:Face*)
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Yeah, that append was careless.
  • SethDavisSethDavis Member Posts: 1,812
    killed the extra stuff
  • BhryaenBhryaen Member Posts: 2,874
    OK, the extra section was removed... Confirmed fixed in entirety...
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