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[(BGEE)/EFF] Missing Probabilities

CuvCuv Member, Developer Posts: 2,535
edited August 2012 in Fixed
OBSERVED BEHAVIOR:
Creature items for attack use EFFs that determine hit/damage. If probability is set to 0, then nothing will happen

EXPECTED BEHAVIOR:
Set probability to 100 for attack EFFs.

I know there is a way to do all of these together with a WeiDU block... but I just havent worked with it recently enough to write that. Perhaps @CamDawg can write the WeiDU code to fix these?
   
DOPPDAM: Feature probability is invalid. Change to: Probability 1: 100
DOPPHIT: Feature probability is invalid. Change to: Probability 1: 100
FT1DAM: Feature probability is invalid. Change to: Probability 1: 100
FT1HIT: Feature probability is invalid. Change to: Probability 1: 100
FT2DAM: Feature probability is invalid. Change to: Probability 1: 100
FT2HIT: Feature probability is invalid. Change to: Probability 1: 100
FT3DAM: Feature probability is invalid. Change to: Probability 1: 100
FT3HIT: Feature probability is invalid. Change to: Probability 1: 100
GIANDAM: Feature probability is invalid. Change to: Probability 1: 100
GIANTDAM: Feature probability is invalid. Change to: Probability 1: 100
GIANHIT: Feature probability is invalid. Change to: Probability 1: 100
GIANTHIT: Feature probability is invalid. Change to: Probability 1: 100
LYCANDAM: Feature probability is invalid. Change to: Probability 1: 100
LYCANHIT: Feature probability is invalid. Change to: Probability 1: 100
LYCNHIT2: Feature probability is invalid. Change to: Probability 1: 100
LYCNDAM3: Feature probability is invalid. Change to: Probability 1: 100
LYCNHIT3: Feature probability is invalid. Change to: Probability 1: 100
LYCNDAM4: Feature probability is invalid. Change to: Probability 1: 100
LYCNHIT4: Feature probability is invalid. Change to: Probability 1: 100
TEST: Feature probability is invalid. Change to: Probability 1: 100 No duration set.
MONSTDAM: Feature probability is invalid. Change to: Probability 1: 100
MONSTHIT: Feature probability is invalid. Change to: Probability 1: 100
UNDEDDAM: Feature probability is invalid. Change to: Probability 1: 100
UNDEDHIT: Feature probability is invalid. Change to: Probability 1: 100
Post edited by Bhryaen on
BhryaenCrevsDaak

Comments

  • CamDawgCamDawg Member, Developer Posts: 3,438
    COPY_EXISTING ~doppdam.eff~  ~override~
    ~dopphit.eff~ ~override~
    ~ft1dam.eff~ ~override~
    ~ft1hit.eff~ ~override~
    ~ft2dam.eff~ ~override~
    ~ft2hit.eff~ ~override~
    ~ft3dam.eff~ ~override~
    ~ft3hit.eff~ ~override~
    ~giandam.eff~ ~override~
    ~giantdam.eff~ ~override~
    ~gianhit.eff~ ~override~
    ~gianthit.eff~ ~override~
    ~lycandam.eff~ ~override~
    ~lycanhit.eff~ ~override~
    ~lycnhit2.eff~ ~override~
    ~lycndam3.eff~ ~override~
    ~lycnhit3.eff~ ~override~
    ~lycndam4.eff~ ~override~
    ~lycnhit4.eff~ ~override~
    ~test.eff~ ~override~
    ~monstdam.eff~ ~override~
    ~monsthit.eff~ ~override~
    ~undeddam.eff~ ~override~
    ~undedhit.eff~ ~override~
    WRITE_SHORT 0x2c 100
    BUT_ONLY
    Some of these EFFs should probably be scrapped...
    CuvAndreaColomboCrevsDaak
  • CuvCuv Member, Developer Posts: 2,535
    edited July 2012
    Cool, thank you. I agree... but just posted what DLTCEP was yelling about:P

    Edit: Thanks... worked like a charm:)
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Huh, i hope you tested if dltcep's alarm is indeed correct. Some stuff may be false positive.
  • CuvCuv Member, Developer Posts: 2,535
    @Avenger_teambg I did... I opened each file in both 0709 and Tob to check that probability setting... they were indeed all set to zero on those files. BG1/BG2/ToB all show them with Prob 1: 100 while 0709 showed Prob 1: 0

    Everything else looked fine on them

  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited July 2012
    I mean, i'm not 100% sure the effects need a probability with opcode #177. There is a probability in the invoker effect too. But whoever zeroed them out will surely know if it was intentional or accidental :)
  • CuvCuv Member, Developer Posts: 2,535
    Oh, I see what you mean Okay, guess we might have to wait and hear from the devs on this if someone intentionally reset those.
  • CorianderCoriander Member Posts: 1,667
    I'll dig around to find out. I have no memory of these effects being changed.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited July 2012
    My bg2 has them changed (could be original or fixpack), i surely didn't go about to overwrite them manually. My bg1/totsc has them all zero, if it worked, then original bg1 engine didn't need them for sure, as NONE of them has the probability field set. So this is all about a possible totsc->bg2 engine change.
    If you didn't find anything, it is still safer to apply the changes, because 0-100 is the default.
  • SethDavisSethDavis Member Posts: 1,812
    edited July 2012
    Guess the fix wasn't applied?

    Checking it in now.

    [EDIT] Potentially fixed - @CamDawg 's fix has been applied

    [NOTE] Eventually I'll learn to recognize when a number is in hex. Couldnt figure out how the probability of 100 turned into 64 >.<
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Confirmed fixed
  • BhryaenBhryaen Member Posts: 2,874
    edited August 2012
    Confirmed fixed:

    Every single EFF that is an EFF in BGEE has a probability of 100. :-)

    NOTE:
    All vBG1 EFF's were set to 0 except:
    PLYSQUIR

    All vBG2 EFF's were set to 100 except:
    LYNCHIT3
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