[(BG2) bug] action IDS fixes
Subtle, but spotted by Wounded_Lion, is the error with BashDoor in action.ids:
I also noticed that actsleep.ids is lacking its full complement of actions available in ToB, so:
// Fix the BashDoor() entry in ACTION.IDS (Wounded_Lion)That's a zero-to-letter-oh change to fix this action.
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
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
4
Comments
Eventually I'd like to start a modder request thread, which will lead with SORT THE DAMN SPELL.IDS!
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*)