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[(BG2) bug] minhp1

CamDawgCamDawg Member, Developer Posts: 3,438
edited November 2012 in Fixed
Well, now that it's in the game, minhp1.itm needs some fixes. It adds all sorts of immunities but lets through a lot of the strings that go with them. There are also various ways to kill a character with minhp1 equipped (all unavailable in BGEE, but still) such as draining attributes to zero.
// minhp1 is not protecting from all types of possible death
COPY_EXISTING ~minhp1.itm~ ~override~
PATCH_FOR_EACH string IN 14021 14024 14029 14034 14042 14782 14791 14047 /* 32089 40968 40969 40979 41495 41616 */ BEGIN
LPF ADD_ITEM_EQEFFECT INT_VAR
opcode = 267
parameter1 = "%string%"
target = 1
timing = 2
END
END
PATCH_FOR_EACH immunity IN 6 10 15 19 23 39 44 49 76 165 210 241 246 BEGIN
LPF ADD_ITEM_EQEFFECT INT_VAR
opcode = 101
parameter2 = "%immunity%"
target = 1
timing = 2
END
END
BUT_ONLY
The commented out strings are not present in BGEE; they're mainly the X Levels Drained messages.
Post edited by Tanthalas on
AndreaColomboCuv

Comments

  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited August 2012
    Confirmed fixed.

    Something is fishy with minhp1. it has the same immunity vs string effects multiple times.
    #14102

    But it contains all these effects, so fine.
  • CuvCuv Member, Developer Posts: 2,535
    @CamDawg Those things that it let slip through might have been intentional? I have never had a character die with it during normal gameplay... only specialized attack scripts. I am not sure, but in ToB the item INVULNER is used when absolute immunity is needed. Good to fix it though:) Nice catch, never saw that.
  • BhryaenBhryaen Member Posts: 2,874
    Can't really confirm this one fixed:

    -Effect#1 - Appears to disable displaying the spell description, not the spell effect. Should be String 26002, not 26001. (Imprisoned)
    -Effect#33 - The disabled string is "No such index"
    -Effect#38 & 39 are identical. (Panic)
    -Effect#58 - Disables the string "I hear you, but I am steadfast. I have a job to complete and must return with the helm." (10554)
    -Effect#64-69, 71 are identical. (Held)

    Not sure if the botched ones should've been something.
  • CamDawgCamDawg Member, Developer Posts: 3,438
    @Bhryaen
    I suspect this has been the victim of dialog.tlk being shuffled more than a Vegas card deck.
    // strings. again.
    COPY_EXISTING ~minhp1.itm~ ~override~
    LPF DELETE_ITEM_EQEFFECT INT_VAR opcode_to_delete = 267 END // delete fubar'd strings
    // missing 'undead destroyed', 'vorpal hit','Diseased', 'devour brain'
    PATCH_FOR_EACH string IN 14665 24179 25863 14102 17404 25866 26050 14043 25862 12047 12958 13027 14001 17405 26040 26371 14676
    17425 12756 12774 14002 25953 14026 15473 14017 24454 26215 14662 17397 25425 26453 26206 14780 14672 14007 17427 25817 25818
    25802 25803 25804 25805 25806 12101 12931 14791 17393 26182 26184 14782 17394 25807 14021 14024 14029 14034 14042 14047 25891 26356
    BEGIN
    LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 267 target = 1 power = 0 parameter1 = string timing = 2 END
    END
    BUT_ONLY
  • SethDavisSethDavis Member Posts: 1,812
    Potentially fixed - The strings have been sorted out thanks to @CamDawg
  • BhryaenBhryaen Member Posts: 2,874
    edited September 2012
    Confirmed Fixed Far Too Many Times... unless these aren't just duplicates...

    Effect#8-10 Disable Display String: Confused
    Effect#11-16 Disable Display String: Rigid Thinking
    Effect#22-25 Disable Display String: Panic
    Effect#30-32 Disable Display String: Poisoned
    Effect#33-35 Disable Display String: Poison
    Effect#36-37 Disable Display String: Death
    Effect#38-41 Disable Display String: Silence
    Effect#42-43 Disable Display String: Silenced
    Effect#44-50 Disable Display String: Sleep
    Effect#51-52 Disable Display String: Stun
    Effect#54-56 Disable Display String: Held
    Effect#57-59 Disable Display String: Petrified

    Um... uh oh... Looks like a lot of files got overwritten maybe- hence the seeming duplicates? This is how it now stands:
                    DISPLAY  
    EFFECT STRREF STRING
    8 25807 Confused
    9 17394 Confused
    10 14782 Confused
    11 26814 Rigid Thinking
    12 26182 Rigid Thinking
    13 17393 Rigid Thinking
    14 14791 Rigid Thinking
    15 12931 Rigid Thinking
    16 12101 Rigid Thinking
    22 25818 Panic
    23 25817 Panic
    24 17427 Panic
    25 14007 Panic
    30 25425 Poisoned
    31 17397 Poisoned
    32 14662 Poisoned
    33 26215 Poison
    34 24454 Poison
    35 14017 Poison
    36 15473 Death
    37 14026 Death
    38 25953 Silence
    39 14002 Silence
    40 12774 Silence
    41 12756 Silence
    42 17425 Silenced
    43 14676 Silenced
    44 26371 Sleep
    45 26040 Sleep
    46 17405 Sleep
    47 14001 Sleep
    48 13027 Sleep
    49 12958 Sleep
    50 12047 Sleep
    51 25862 Stun
    52 14043 Stun
    54 25866 Held
    55 17404 Held
    56 14102 Held
    57 25863 Petrified
    58 24179 Petrified
    59 14665 Petrified
    Since I no longer see Imprisoned in the list, I'm figuring a bunch of strings got changed somehow. Perhaps the item is now setup properly but the strings have been compromised?
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    omg. this is why no one creates games with text anymore :)
    Cuv
  • TanthalasTanthalas Member Posts: 6,738
    @Avenger_teambg

    So are all those duplicate strings a problem?
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    @Tanthalas no, not a problem. I don't know why we got so many duplicates, but i don't think these are a problem of this item.
  • TanthalasTanthalas Member Posts: 6,738
    @Avenger_teambg

    Is there an easy way to check where those strings are used?
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    in both NI or DLTCEP, you can look for strings one by one.
    #25807 - used by a lot of spells
    #17394 - used only by this item
    #14782 - used by a lot of spells
    ARGH... @CamDawg look at the strings disabled by SPPR508 (Chaotic Commands)

    @Tanthalas - i got a system shock :( i don't want to look at these strings any more, it is scary
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    The solution would be to use ONE SINGLE Confused (etc,etc) string, really.
  • TanthalasTanthalas Member Posts: 6,738
    Is this the same in the vanilla games where the same line appears in several strings?
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Confusion:
    #14782 and #17394 are present in the original engine.
    But #17394 is not used by anything.
    Everything uses #14782.

    I guess #25807 became used by the imported spells from ToB.
    Maybe this isn't a problem, and definitely not this item's problem.
    This item just tries to cover all strings.
  • TanthalasTanthalas Member Posts: 6,738
    Ok, then technically this should be confirmed fixed.
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