devSin Posted January 6, 2006 Share Posted January 6, 2006 Can we make Boo show up? I was thinking about this the other day (I was going to add a little usable ability so he squeaks when clicked), but I read somewhere else that getting Boo to appear in the quick item slots doesn't quite work. Link to comment
Idobek Posted January 6, 2006 Share Posted January 6, 2006 Avenger sorted that, I think. IIRC it needs a new game to work. Link to comment
igi Posted January 6, 2006 Share Posted January 6, 2006 If Minsc is in the party (or has been in the party, maybe), you need to add an extension header to misc84.itm and edit the .gam from the savegame (you need to enable the quickslot). If Minsc is not in the party (and never has been?) you only need to add an extension header to misc84.itm. AFAIK, there is no way to edit the .gam from save games with WeiDU atm. I have sent a request for such a feature to TB. Link to comment
the bigg Posted January 6, 2006 Share Posted January 6, 2006 FYI, I've coded that for v188 as COPY_ALL_GAME_FILES patch list constraint list But I've heard that devSin wants to use only Weimer/v185 code, so... Link to comment
devSin Posted January 7, 2006 Share Posted January 7, 2006 Don't take it to heart. It's not at all my decision. Regardless, I'm completely against screwing with peoples' saved games. Link to comment
CamDawg Posted January 7, 2006 Share Posted January 7, 2006 Don't take it to heart. It's not at all my decision. Honestly it doesn't matter. Since we generally have working v185 patch code for just about everything it's just easier to copy-and-paste for new patches rather than using a nifty new 185+ feature. Regardless, I'm completely against screwing with peoples' saved games. Ditto. We're not going into save games to make area/store changes retroactive either. If Avenger's got code to fix this, though, let's get it in. Link to comment
devSin Posted January 7, 2006 Share Posted January 7, 2006 I think igi is saying we only have to give Boo an ability. I'd be leery of anything that causes Minsc to pause for a round if the player accidentally clicks Boo (not that big a deal, but weird, since Boo won't actually do anything). Link to comment
CamDawg Posted January 7, 2006 Share Posted January 7, 2006 Got it. Did some testing--if we add a an ability header we can specify Boo as a quick slot icon on the game screen. As long as the ability has an invalid target (I used a magical ability with a target value of 0) you can click on Boo all you want and it won't interrupt Minsc's casting, walking, attacking, etc. If Boo actually does something (like squeak) he needs a valid target value and starts interrupting Minsc's action sequence. // Boo gets a quickslot icon COPY_EXISTING ~misc84.itm~ ~override~ READ_LONG 0x64 "abil_off" READ_SHORT 0x68 "abil_num" WRITE_SHORT 0x68 ("%abil_num%" + 1) READ_LONG 0x6a "fx_off" WRITE_LONG 0x6a ("%fx_off%" + 0x38) READ_SHORT 0x70 "fx_num" INSERT_BYTES "%abil_off%" 0x38 // new ability WRITE_BYTE ("%abil_off%" ) 3 // magical ability WRITE_BYTE ("%abil_off%" + 0x02) 3 // item slots WRITE_ASCII ("%abil_off%" + 0x04) ~imisc84~ // boo icon WRITE_SHORT ("%abil_off%" + 0x20) "%fx_num%" // fx index BUT_ONLY_IF_IT_CHANGES Link to comment
the bigg Posted January 7, 2006 Share Posted January 7, 2006 Don't take it to heart. It's not at all my decision. <{POST_SNAPBACK}> Honestly it doesn't matter. Since we generally have working v185 patch code for just about everything it's just easier to copy-and-paste for new patches rather than using a nifty new 185+ feature. <{POST_SNAPBACK}> Fine. However, some of those should really be used everywhere for improved readability - STRING_EQUAL_CASE for one (which has the 'obvious' return values, rather than having to do "a S_C_C b = 0" like we have to do now). It'd be also good for the newbies reading the code. Link to comment
SimDing0 Posted January 7, 2006 Author Share Posted January 7, 2006 Won't 186 auto-update over 185 anyway? Link to comment
devSin Posted January 7, 2006 Share Posted January 7, 2006 Fine. However, some of those should really be used everywhere for improved readability - STRING_EQUAL_CASE for one (which has the 'obvious' return values, rather than having to do "a S_C_C b = 0" like we have to do now). It'd be also good for the newbies reading the code.I don't buy this. String comparison routines are pretty much standard everywhere you look; once the "newbie" learns that !0 indicates non-matching strings, and 0 indicates matching strings, then there's nothing inherent in STRING_EQUAL vs. STRING_COMPARE that's any more or less readable. Link to comment
the bigg Posted January 8, 2006 Share Posted January 8, 2006 I think there are at least 10 threads where a newbie asks why S_C_C doesn't work correctly in the IE Modding Help forum of G3, and then add to it the SHS, PPG, BWL, CoM ones... Besides, scanf("%d",&an_int); is a pretty standard routine in C, but I'd argue about its readability nevertheless. Link to comment
Diana Posted January 10, 2006 Share Posted January 10, 2006 My earlier attempt at replying while at work didn't take so here goes. I downloaded the Quickslot 'Boo' from SHS. It is incompatible with Cliffette's 'Kidnapping of Boo' from Unfinished Business. While the inventory Boo gets replaced and returned with Cliffette's code, the new quickslot Boo remains. Link to comment
CamDawg Posted January 11, 2006 Share Posted January 11, 2006 Another thing occurred to me on the drive home--would this make Boo eatable by a nishruu? Can we stack in a grip of charges to avoid this? Link to comment
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