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Korianous
10.05.2009, 20:30
Hello All,

This thread is for you to report any bugs you discover in the ICP v1.0. If need be, we will compile a hotfix with bugfixes and some final changes. If you discover anything, this is the thread to post it in.

Thanks,

- Korianous

ICP v1.0 Available Here!
(http://forum.worldofplayers.de/forum/showthread.php?t=598708)

Mayaam
15.05.2009, 19:07
Hi there,

Im happy that this game finally gets community support now (for english version). I found this patch by accident on strategyinformer.com.

Last time I played this game was maybe year ago, but I remember some bugs that I wanted to post here. I havent tested this patch yet.


Quest:

- 'Wanted Notes and Bandits' quest - sometimes you cant complete it when you dont finish it quick (before joining guild or when you talk to Skip). Even if it disappears after some chapter, you miss xp (dialog) when talking to Dexter about it.

- 'Shadowbeast Horns for Buster' quest - you should be able to get horns from Jharkendar too, even if only these from Khorinis are quest related. Once I wanted to get all horns (Jharkendar + Khorinis) before talking to Buster, but then, when I returned from Jharkendar the quest couldnt be completed anymore (big xp/gold loss). Im not sure how it is with Paladin and dragon blood (there is one vial in Jharkendar if I remember correctly).

- 'Constantino approval' sidequest - Im not 100% sure, but you dont get 100XP when asking for his approval, just something like "you can sign up to whoever you like".

- 'Moonshine' quest - you get xp when opening Vinos still, but you dont get any xp when you let him know about it. I think in normal Gothic 2 I get 50 or 100 xp.

- 'Lehmar's book of debts' POI - Again, not sure, but when you give his ledger to Hanna, she just gives you key, but you dont get any xp.


Other:

- Weapon merchants - its most annoying bug. Merchants will equip the strongest weapon they have available to them, if you dont buy it first (i.e. Martin and Master Sword), this really should be fixed.

- Inaccesible chest in Jharkendar Bandits camp, right beside of Esteban should be fixed if possible, or such contents should be dropped near chest (Contents of chest: Gold nugget (x5), Rum (x2), Red tear-pepper)

- When you attack Juan (Huno Steel Quest), the bandit near him should attack you, but he doesnt.


Minor:

- Unlimited xp/gold xploits (Skeleton mages spawn farming, mercenary and paladin unlimited xp/gold by knocking down Buster/Jan. Also there is Francis' paybook, you can knock him down, and sell his book over and over. Same thing with dragon hunter Biff that you can hire for escort, basically he is free, just beat him up take money cast oblivion, repeat. Old coins and Wasili..). Skeleton mages summons should be limited, and quest items that you gave to npc should be removed from their inventory.

- Sometimes monsters drop from high spots and die (i.e. rats and lizards near Xardas tower). Same with some bandits at Dexters tower (with Fire Bow), when you shoot to them with arrows, or spells, they just cant find right path to you, and fall.

- Bosper dialog about Boarskins is soundless.


Suggestions:

- Thiefs guild - when you joined them, you should be able to knock them down without killing them.

- Greg - he should slowly walk from his spot when you start fighting at Dexters camp (instead of teleporting), and let you get all the xp by yourself.


Keep up this great projects. I will post more bugs when I start playing again.

Regards.

Korianous
15.05.2009, 20:50
Hi there,

Im happy that this game finally gets community support now (for english version). I found this patch by accident on strategyinformer.com.


Welcome to the forums friend §welcome. But this post is what we opened up the bugtracking thread for ;).



Last time I played this game was maybe year ago, but I remember some bugs that I wanted to post here. I havent tested this patch yet.

Quest:

- 'Wanted Notes and Bandits' quest - sometimes you cant complete it when you dont finish it quick (before joining guild or when you talk to Skip). Even if it disappears after some chapter, you miss xp (dialog) when talking to Dexter about it.


Certain quests automatically expire after a certain point, it's intentional, and makes the quests more story driven.



- 'Shadowbeast Horns for Buster' quest - you should be able to get horns from Jharkendar too, even if only these from Khorinis are quest related. Once I wanted to get all horns (Jharkendar + Khorinis) before talking to Buster, but then, when I returned from Jharkendar the quest couldnt be completed anymore (big xp/gold loss). Im not sure how it is with Paladin and dragon blood (there is one vial in Jharkendar if I remember correctly).


This is also a chapter issue.



- 'Constantino approval' sidequest - Im not 100% sure, but you dont get 100XP when asking for his approval, just
something like "you can sign up to whoever you like".


An XP bonus wasn't intended, as it's so easy to get his approval.



- 'Moonshine' quest - you get xp when opening Vinos still, but you dont get any xp when you let him know about it. I think in normal Gothic 2 I get 50 or 100 xp.

- 'Lehmar's book of debts' POI - Again, not sure, but when you give his ledger to Hanna, she just gives you key, but you dont get any xp.


Perhaps we can add some minor XP bonuses for these.



Other:

- Weapon merchants - its most annoying bug. Merchants will equip the strongest weapon they have available to them, if you dont buy it first (i.e. Martin and Master Sword), this really should be fixed.


We can look into disabling certain options to make this happen, but I'm not sure if there's much we can do about it.



- Inaccesible chest in Jharkendar Bandits camp, right beside of Esteban should be fixed if possible, or such contents should be dropped near chest (Contents of chest: Gold nugget (x5), Rum (x2), Red tear-pepper)


I don't recall such a chest, I'll look into this. How is it inaccessible?



- When you attack Juan (Huno Steel Quest), the bandit near him should attack you, but he doesnt.


This depends on certain situations, he may or may not attack.



Minor:

- Unlimited xp/gold xploits (Skeleton mages spawn farming, mercenary and paladin unlimited xp/gold by knocking down Buster/Jan. Also there is Francis' paybook, you can knock him down, and sell his book over and over. Same thing with dragon hunter Biff that you can hire for escort, basically he is free, just beat him up take money cast oblivion, repeat. Old coins and Wasili..). Skeleton mages summons should be limited, and quest items that you gave to npc should be removed from their inventory.


Exploits are exploits, it's hard to get rid of them. We can look into it, but it's very difficult to do anything about them.



- Sometimes monsters drop from high spots and die (i.e. rats and lizards near Xardas tower). Same with some bandits at Dexters tower (with Fire Bow), when you shoot to them with arrows, or spells, they just cant find right path to you, and fall.


We will try our best to improve pathfinding in future releases.



- Bosper dialog about Boarskins is soundless.


It was intentional, there appears to be no recorded dialogue for it.



Suggestions:

- Thiefs guild - when you joined them, you should be able to knock them down without killing them.

- Greg - he should slowly walk from his spot when you start fighting at Dexters camp (instead of teleporting), and let you get all the xp by yourself.



They are intentionally scripted as such, IMO there's not much of a reason to change that ;).



Keep up this great projects. I will post more bugs when I start playing again.


Your feedback is greatly appreciated, it will help to improve the quality of the patch. Thanks ;).

- Korianous

Mayaam
16.05.2009, 17:18
We can look into disabling certain options to make this happen, but I'm not sure if there's much we can do about it.

Please do that if you can. In normal Gothic 2 such thing with merchants never happened.


I don't recall such a chest, I'll look into this. How is it inaccessible?

As far as I know I couldnt find key nor open it too.

Go and check it at http://mondgesaenge.de/G2ADB/EN/ (Guides>Chests> ID J65), there is info about it. This site is very usefull, it has even list of unused items.


This depends on certain situations, he may or may not attack.

Im certain that he should attack you when you attack Juan, anyway its not such a big bug to worry about. I just remember that he never attacked me, even when I killed his companion, it was just odd.


They are intentionally scripted as such, IMO there's not much of a reason to change that ;).

It was sugesstion ;) Hehe, what I always did there to get all xp, was casting fire rain, to kill all bandits quick. When Greg teleports they are already dead, no wasted xp.


Also I remembered another minor bug

- Goblins use two copys of weapon instead of one (one copy is still present in their inventory when theyr dead). Im not sure about warrior goblins using swords, but Im sure about these with heavy branches.


Regards.

Korianous
16.05.2009, 17:21
Thanks for the tips mate ;). Please do let us know if you discover anything else, it will help improve the quality of the patch.

4ltair
25.05.2009, 19:14
It was sugesstion ;) Hehe, what I always did there to get all xp, was casting fire rain, to kill all bandits quick. When Greg teleports they are already dead, no wasted xp.




I am doing that myself, the fire rain thing, but now Greg is killing me when i do it (maybe my mistake is talking with Dexter and killing him first), so i second the thing with Greg walking to the place instead of teleporting.He is there to help you with the bandits anyways, but if i can kill all of them myself the i see no point in his "help" :).
Off-topic
Mayaam, i am pretty annoyed myself when i miss some xp by any reason, like animals falling (the rats in the walley with Lester) or when someone kills an monster (Cavalron - the goblins, Maleth - the wolf and so on) or an NPC (Akil - Engardo, Greg - the bandits, etc. ) :).I know that this kind of things adds some realism to the game but i just can't stop myself thinking "That was my xp :(!" :)

Korianous
25.05.2009, 19:35
Mayaam, i am pretty annoyed myself when i miss some xp by any reason, like animals falling (the rats in the walley with Lester) or when someone kills an monster (Cavalron - the goblins, Maleth - the wolf and so on) or an NPC (Akil - Engardo, Greg - the bandits, etc. ) :).I know that this kind of things adds some realism to the game but i just can't stop myself thinking "That was my xp :(!" :)

Don't think you're the only one :).

Cheapy
07.06.2009, 07:25
Is the "Stuck Ornament Bug" of Lares the one where if you go to Oran's Farm before going to the other place, you can't go to the other place with Lares? Currently ran into that one (whoops :( ), and would rather not have to go back 6 hours to fix that.

Thanks!

Korianous
07.06.2009, 13:53
Is the "Stuck Ornament Bug" of Lares the one where if you go to Oran's Farm before going to the other place, you can't go to the other place with Lares? Currently ran into that one (whoops :( ), and would rather not have to go back 6 hours to fix that.

Thanks!

First off, Welcome §welcome. But this is the wrong thread for such questions, so it's being moved to the Bugtracker thread ;).

As to your question, that's the one. I'm going to look into the error right now, but that's one of the first ones we fixed, it shouldn't be giving you trouble.

EDIT:

Hey Friend,

Sorry I can't reproduce the error. It works perfectly for me, since this a script fix, idk why there are aberrations :dnuhr:. I've attached screens, here you go:

http://img190.imageshack.us/img190/228/capture529200965130pm67.th.jpg (http://img190.imageshack.us/my.php?image=capture529200965130pm67.jpg)http://img3.imageshack.us/img3/228/capture529200965130pm67.th.jpg (http://img3.imageshack.us/my.php?image=capture529200965130pm67.jpg)
http://img36.imageshack.us/img36/228/capture529200965130pm67.th.jpg (http://img36.imageshack.us/my.php?image=capture529200965130pm67.jpg)http://img191.imageshack.us/img191/228/capture529200965130pm67.th.jpg (http://img191.imageshack.us/my.php?image=capture529200965130pm67.jpg)

Image 1)

I've just been escorted to Onar's Farm by Lares, he's on his way back to the city.

Image 2)

I had a brief nap :p, and then chatted with Lares. Note that the dialogue options for the mercs don't appear (since I've already talked to him about the mercs and went to the farm).

Image 3)

Just asked Lares' to go somewhere else with me.

Image 4)

The option to take Vatras' ornament is still there :D.

So mate, idk why it wouldn't work for you. Is this an old savegame you are attempting to use with the patch, or did you begin a new game? You will need to start a new game for the patch to work correctly.

Cheapy
07.06.2009, 18:35
Ah, I went to bed, and when I woke up I was wondering where my post went! this explains it.

Yea, that's the bug I ran in to.

Damn, looks like I need to go back and timetravel then. Ah well, at least I now know what to do, how to do it, (and more importantly) and what not to do.

Thanks for the help, and thanks for helping others out with the patches :)

Korianous
07.06.2009, 20:55
Ah, I went to bed, and when I woke up I was wondering where my post went! this explains it.

Yea, that's the bug I ran in to.

Damn, looks like I need to go back and timetravel then. Ah well, at least I now know what to do, how to do it, (and more importantly) and what not to do.

Thanks for the help, and thanks for helping others out with the patches :)

No problem mate :). If you run into further issues or have suggestions, please let us know.

PS: In the future (since I hope you'll be around in our community more often, it's nice to have members) if you cant find one of your posts, just look in your profile, statistics, and do a quick search, in case a mod moved it. Just letting you know ;).

deama
14.06.2009, 13:07
Ok I cind of need help with gothic 2 gold and I could not find anything that fixes it so my prob is that when I leave xadas tower the screen flashes with light blue I have experimented with it and found out that something to do with the range of view so I puted it on 20% it works good but I cant see anything and sometimes it still does the light blue flashing and I have downloaded your patch it did not work either so ye can you guys help me plz:(:(:(

PS:his my system info it is big but it will give you a idea how to fix it some guys have this prob as well.



System Information
------------------
Time of this report: 6/13/2009, 19:09:47
Machine name: DEAMA-PC
Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7127) (7127.winmain.090507-1820)
Language: English (Regional Setting: English)
System Manufacturer: To Be Filled By O.E.M.
System Model: To Be Filled By O.E.M.
BIOS: Default System BIOS
Processor: Intel(R) Core(TM)2 Duo CPU E6850 @ 3.00GHz (2 CPUs), ~3.0GHz
Memory: 4096MB RAM
Available OS Memory: 4096MB RAM
Page File: 1306MB used, 6881MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7127.0000 32bit Unicode
---------------
Display Devices
---------------
Card name: NVIDIA GeForce 9800 GTX/9800 GTX+
Manufacturer: NVIDIA
Chip type: GeForce 9800 GTX/9800 GTX+
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0612&SUBSYS_23731682&REV_A2
Display Memory: 2289 MB
Dedicated Memory: 497 MB
Shared Memory: 1791 MB
Current Mode: 1680 x 1050 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: H-W22 DVI
Monitor Id: AIC0023
Native Mode: unknown
Output Type: DVI
Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um
Driver File Version: 8.15.0011.8585 (English)
Driver Version: 8.15.11.8585
DDI Version: 10
Driver Model: WDDM 1.1
Driver Attributes: Final Retail
Driver Date/Size: 4/30/2009 22:02:00, 9443840 bytes
WHQL Logo'd: n/a
WHQL Date Stamp: n/a
Device Identifier: {D7B71E3E-4552-11CF-BB54-780302C2C535}
Vendor ID: 0x10DE
Device ID: 0x0612
SubSys ID: 0x23731682
Revision ID: 0x00A2

Korianous
14.06.2009, 15:14
These are compatibility issues, not much we can really do against them. Sorry mate :(.

deama
14.06.2009, 15:20
hmm ok...

cryoknight
06.07.2009, 05:02
What's probably happening is that it is loading a new zone, and your virus scanner or firewall is blocking the inter-process communication that Gothic 2 uses for loading the world.

My computer system is very similar to yours (win7 64 bit, 4gb ram, etc), and I can run it without problems. However, my virus scanner, until I told it to ignore the entire Gothic 2 directory, kept detecting (false positive) viruslike activity between the 2 game executables, since there's an exe that is solely responsible for loading zones, and the other for running the game...

Mayaam
14.08.2009, 11:25
- Weapon merchants - its most annoying bug. Merchants will equip the strongest weapon they have available to them, if you dont buy it first (i.e. Martin and Master Sword), this really should be fixed.


Hi, I will quote myself because I found cheap solution for this annoying bug.

You have to use marvin code to prevent merchants to equip strongest weapons, to do so:

1)enter marvin mode (c, marvin, c)
3)go to merchant you want to edit
4)focus on him, press F2
5)type: edit focus
6)type: attribute
7)press 4 or 5 and type number you want


numbers for attributes are:

0=actual HP
1=max HP
2=mana
3=max Mana
4=strenght
5=dexterity
6=HP regen
7=Mana regen

To disable marvin press C and type 42.

I tried this on Hakon, edited his str and dex from 100 to 20, and now he cant equip weapons he sell §wink

Regards,
M

NCONiall
03.09.2009, 23:16
Hi I found a bug well a bug to do with subtitles, now when I talk with Vatras he says "Good let us summarize"(In the subtitles) which is normal but if you decide to go to Jharkendar in Chapter 3 but you would like to use that portal that Orlan gives you the key to where you can get to the temple where all the other Water Mages are(Pyramids) but then if you go to Lares and when you talk to him theres the following option (Ornament - Stück zurückverlangen) when I press enter on this Lares gives me the ornament but he dosent say anything(As if I pick pocketed him) I was just wondering if you guys knew about that since some of you guys may go to Jharkendar in chapter 1 or 2 even.

Korianous
04.09.2009, 02:26
Not a bug, but an option that existed to retrieve the stuck ornament previously. Since we fixed the bug, it is unnecessary, but I never bothered to disable it.

NCONiall
04.09.2009, 08:19
Not a bug, but an option that existed to retrieve the stuck ornament previously. Since we fixed the bug, it is unnecessary, but I never bothered to disable it.

Oh thanks for letting me know that never knew what it translated too I guess the Stück shoud of given me a clue lol.

BloodBlade22
03.03.2010, 22:01
Hmm, strange. We'll need to take a look at the scripts for that thing. Could you please, recopy this into the BuG thread, please?

I couldn't find any bug thread so I hope this is the right place. :D

In fear of being a spammer, ill just re-write the problem. ;)

I currently have 1H-10% and 2H-30%, with 30 LP saved up. (actually this is a lie, I just went ahead and took the bug in the arse :o) Maybe ill marvin some 1H skill in there or something- if this is even possible.

When I try to learn 2H again, at 10LP/5skill points ratio, I will end up with this:
1H-10%, 2H-35%
And again,
1H-15%, 2H-40%

Then I tried it going with the 2LP/1 skill point ratio, and ended up with this:
1H-11%, 2H-40%.

Now im not any programmer by any means, but if I were to take a wild guess, I would say that someone goofed when they were changeing the values in whatever file governs LP:skill ratio(when they were changing it for str/dex/mana possibly?).

If you look at the data I collected above, you will see that 40% is the new "transition stage" where you must begin learning the other proficiency. For it to work correctly, one either needs to change the LP cost from 30-40 OR change the "transition stage" to 31%(so it works with 1 LP increments as well).

I have tried just about anything to get around this bug- stipped all gear, tried learning 1H to 30% first, went to another trainer, it all just seems to be something with a data file that is messed up.

Anyways, it seems that Tratos has never heard of this problem. So here comes the almighty question: am I the only one experienceing this glitch/bug? Take a look at your characters stats, maybe you never even noticed this happened?

Tratos
04.03.2010, 08:37
Well done. All sort of bug reports are too spread around. It's hard to address them when you can't find them.

Korianous
04.03.2010, 14:26
Perhaps this thread should be stickied ;). We'll have a look.

BloodBlade22
04.03.2010, 19:17
Ok thanks guys(gals?), for the response and all your hard work. ;)

Pandelik
11.04.2010, 10:01
Hi,I found a bug related to Biff.When I talk to him for the first time he will tell me something and the dialog would end suddenly just to be repeated again as long as I am close enough to Biff and without being able to discuss with him.It's quite annoying since I would like to use him as an escort.

By the way,thanks for your effort,guys.:)

Dimus
12.04.2010, 08:29
1. I confirm a presence of bug in a dialogue with Biff (script Story\Dialoge\DAI_DJG_713_Biff.d):
func int DIA_Biff_KOHLEWEGGEBEN_Condition()
{
if((DJG_Biff_SCGold > Npc_HasItems(hero,ItMi_Gold)) && (DJG_Biff_HalbeHalbe == TRUE) && (DJG_BiffParty == TRUE) && (DJG_Biff_Stay == FALSE))
{
};
return TRUE;
};

func void DIA_Biff_KOHLEWEGGEBEN_Info()
{
AI_Output(self,other,"DIA_Biff_KOHLEWEGGEBEN_07_00"); //Don't scatter your gold all over the place.
AI_Output(self,other,"DIA_Biff_KOHLEWEGGEBEN_07_01"); //Better give it to me, then.
AI_StopProcessInfos(self);
DJG_Biff_SCGold = Npc_HasItems(hero,ItMi_Gold);
};
To fix this bug it's necessary to transfer marked with a red color string into the 'if-then' condition block:
func int DIA_Biff_KOHLEWEGGEBEN_Condition()
{
if((DJG_Biff_SCGold > Npc_HasItems(hero,ItMi_Gold)) && (DJG_Biff_HalbeHalbe == TRUE) && (DJG_BiffParty == TRUE) && (DJG_Biff_Stay == FALSE))
{
return TRUE;
};
};

2. In the same script presents one not translated from German to English NH's phrase:
func void DIA_Biff_GELDEINTREIBEN_zuTeuer_trennen()
{
AI_Output(other,self,"DIA_Biff_GELDEINTREIBEN_zuTeuer_trennen_15_00"); //Ich fьrchte, ich muss mich von dir trennen.
AI_Output(self,other,"DIA_Biff_GELDEINTREIBEN_zuTeuer_trennen_07_01"); //If you say so. Then I'll just have to take my share.
BIFF_LABERT_GELDEINTREIBEN = FALSE;
AI_StopProcessInfos(self);
Npc_ExchangeRoutine(self,"Start");
B_Attack(self,other,AR_NONE,1);
self.aivar[AIV_PARTYMEMBER] = FALSE;
DJG_BiffParty = FALSE;
DJG_Biff_HalbeHalbe = FALSE;
DJG_BiffParty_nomore = DJG_BiffParty_nomore + 1;
};
You should replace it with:
AI_Output(other,self,"DIA_Biff_GELDEINTREIBEN_zuTeuer_trennen_15_00"); //We must part ways now, I'm afraid.

3. Syntax error in the script Story\B_Content\B_Addon_PiratesGoHome.d:
func int C_TowerBanditsDead()
{
var C_Npc TowerBandit1;
var C_Npc TowerBandit2;
var C_Npc TowerBandit3;
TowerBandit1 = Hlp_GetNpc(BDT_10100_Addon_TowerBandit);
TowerBandit2 = Hlp_GetNpc(BDT_10101_Addon_TowerBandit);
TowerBandit3 = Hlp_GetNpc(BDT_10102_Addon_TowerBandit);
if(Npc_IsDead(TowerBandit1) && Npc_IsDead(TowerBandit2) && Npc_IsDead(TowerBandit3))
{
return TRUE;
};
TowerBanditsDead = TRUE;
else
{
return FALSE;
};
};
Correct 'if-then-else' block should be:
if(Npc_IsDead(TowerBandit1) && Npc_IsDead(TowerBandit2) && Npc_IsDead(TowerBandit3))
{
TowerBanditsDead = TRUE;
return TRUE;
}
else
{
return FALSE;
};

4. Hero gives to Pardos 3 essences of healing instead of 1 elixier of healing (script Story\Dialoge\DIA_STRF_1122_Addon_Pardos.d):
func void DIA_Addon_Pardos_trank_Info()
{
AI_Output(other,self,"DIA_Addon_Pardos_trank_15_00"); //Here, drink that.
AI_StandupQuick(self);
Info_ClearChoices(DIA_Addon_Pardos_trank);
Info_AddChoice(DIA_Addon_Pardos_trank,Dialog_Back,DIA_Addon_Pardos_trank_BACK);
if(Npc_HasItems(other,ItPo_Health_01))
{
Info_AddChoice(DIA_Addon_Pardos_trank,"Give essence of healing",DIA_Addon_Pardos_trank_01);
};
if(Npc_HasItems(other,ItPo_Health_02))
{
Info_AddChoice(DIA_Addon_Pardos_trank,"Give extract of healing",DIA_Addon_Pardos_trank_02);
};
if(Npc_HasItems(other,ItPo_Health_03))
{
Info_AddChoice(DIA_Addon_Pardos_trank,"Give elixir of healing",DIA_Addon_Pardos_trank_03);
};
if(Npc_HasItems(other,ItFo_Addon_Meatsoup))
{
Info_AddChoice(DIA_Addon_Pardos_trank,"Give meat stew",DIA_Addon_Pardos_trank_Soup);
};
};

...

func void DIA_Addon_Pardos_trank_03()
{
if(B_GiveInvItems(other,self,ItPo_Health_01,3))
{
B_UseItem(self,ItPo_Health_03);
};
Info_ClearChoices(DIA_Addon_Pardos_trank);
Pardos_Geheilt = TRUE;
B_SayPardosThanks();
B_GivePlayerXP(XP_Ambient * 3);
};
This bug has been described in August, 26th 2009 by user Skaarj from AG.ru forum.

5. In the "Night of the Raven" experience for theft from these NPCs calculating under the formula of original Gothic II:
Khorinis: Valentino and Salandril (key), Cavalorn (quiver);
Valley of mines: Dobar (ore), Engor (map);
Jahrkendar: Franco (amulet), Francis (key).
How to fix this bug:
If you want that experience for theft calculated under the formula of addon, in the following script files:
Story\Dialoge\DIA_AddonBAU_4300_Cabalorn.d
Story\Dialoge\DIA_BDT_1093_Addon_Franco.d
Story\Dialoge\DIA_PIR_1350_Addon_Francis.d
Story\Dialoge\DIA_VLK_421_Valentino.d
Story\Dialoge\DIA_VLK_422_Salandril.d
Story\Dialoge\DIA_VLK_4106_Dobar.d
Story\Dialoge\DIA_VLK_4108_Engor.d
in a function func void DIA _<NPC_name>_PICKPOCKET_DoIt() you should replace B_GivePlayerXP(XP_Ambient) with B_GiveThiefXP().

6. In a 5th chapter developers "have forgotten" to give experience for a joining to the ship crew of Lester and Lares.
How to fix that:
in the decompiled script files:
Story\Dialoge\DIA_PC_Psionic.d
Story\Dialoge\DIA_VLK_449_Lares.d
in a function func void DIA _<NPC_name>_KnowWhereEnemy_Yes()
it's necessary to add string B_GivePlayerXP(XP_Crewmember_Success);

If you want to know more about NotR bugs, please look for a German (created by Fizzban and Lord Sargon) and Russian patches (created by Efectivo on the base of Fizzban's scriptpatch).

Tratos
14.04.2010, 12:05
^ Thanks for the input Dimus, your fixes have been added to the patch. We would appreciate a lot, if you could point us to some more.

PaulMuadDibUsul
18.05.2010, 14:46
- Unlimited xp/gold xploits (Skeleton mages spawn farming, mercenary and paladin unlimited xp/gold by knocking down Buster/Jan. Also there is Francis' paybook, you can knock him down, and sell his book over and over. Same thing with dragon hunter Biff that you can hire for escort, basically he is free, just beat him up take money cast oblivion, repeat. Old coins and Wasili..). Skeleton mages summons should be limited, and quest items that you gave to npc should be removed from their inventory.


Hi everyone!

I have a suggestion how to fix this. I'm not a programer but could you make those things which we give Buster, Jan, Francis (horns, paybook) to disappear from their inventory? For example we give Buster the shadowbeast horns, he takes them and then they are removed from his inventory. Is it possible? (The same goes with Valentino's ring which we can buy from Coragon after giving him it)

Another one - when we go to the red latern to find Peck, after convincing him to go back to Lord Hagen the woman he was talking to is still standing in that room. Shouldn't she be doing something? Like going downstairs to dance or sth.

Dimus
18.05.2010, 16:46
I know that some exploits were eliminated in the created by Lord Sargon G2Addon_scriptpatch (Changelog in German):
Features

•Gildenlos:
Für Freunde des gildenlosen Spiels wurden die 2 Hürden entfernt, die es bislang verhindert haben, gildenlos zu bleiben. Lord Hagen lässt nun auch Gildenlose und Novizen ins 2.Kapitel (um zu Lord Hagen vorzudringen, muss man aber natürlich nachwievor die Wachen austricksen), und Xardas geht trotz Gildenlosigkeit zum Sonnenkreis. Ansonsten ist auf dem gildenlosen Weg alles so belassen wie es war, weitere Hindernisse gibt es keine, aber auch keine speziellen gildenlos-features, man ist dann quasi so etwas wie ein Söldner 2.Klasse ohne spezielle Gildenquests, und die Crawlerplattenrüstung bleibt die beste Rüstung, die man bekommen kann.
•Novize:
Zu Zeiten von G2 Klassik, wo es das Hindernis bei Lord Hagen noch nicht gab, und man gildenlos oder als Novize ins 2.Kapitel kam, stand man vor dem Problem, dass es im 2.Kapitel als Novize keine Arbeit im Kloster gab und man nicht in die Bibliothek konnte (unter anderem deswegen wurde im Addon das Hindernis bei Lord Hagen eingebaut). Da ich das Hindernis jetzt wieder entfernt habe, habe ich die Novizenquests auch fürs 2.Kapitel freigeschaltet, man kann jetzt also problemlos auch im 2.Kapitel Novize und Magier werden (für die Feuerprüfung kann man dann zB die Feuerpfeilrune aus Jharkendar holen ).
•Wassermagier:
Für alle, die gerne Wassermagier werden wollen, gibt es nach Ravens Tod diese Option bei Saturas (dezent versteckt hinter einer anderen permanenten Gesprächsoption). Der Zeitpunkt macht storymäßig Sinn, da man erst nachdem man Raven besiegt hat wieder das volle Vertrauen von Saturas zurückgewonnen hat. Welcher Gilde man vorher angehört hat, ist egal, man kann ab dann immer zum Wassermagier werden, spätestens im 5.Kapitel.
Da es sich mehr um eine Anpassung an bereits Vorhandenes als um eine richtige Mod handelt, gibt es weder neue NPCs noch spezielle Wassermagier-Quests/Dialoge, aber weil man dann der Wassermagier-Gilde angehört, mussten natürlich für zahlreiche gildenabhängige Dialoge/Aktionen/Reaktionen eigens Entscheidungen für den Fall des Wassermagiers getroffen werden, also welche der vorhandenen Quests man bekommt, was man lernen kann, welchen Respawn es gibt, und welche Gesprächsoptionen, also dass man von NPCs zB nicht als Söldner oder Feuermagier angesehen/bezeichnet wird etc.
Als Wassermagier bekommt man natürlich 2 verschiedene Wasserroben, zusätzlich gibt es noch eine Schärpe des Wassers (analog zur Schärpe des Feuers), 2 neue Beschwörungszauber für den 3. und 4. Kreis, und im 5.Kapitel kann man noch eine dunkle Robe und eine weitere "Wasser-Rune" (statt dem Heiligen Geschoss) erhalten, des weiteren kann man als Wassermagier die Klaue Beliars beliebig zwischen Rune und Waffe umtauschen.
•Sonstiges:
Esteban hat jetzt den Schlüssel dabei, mit dem man seine Truhe öffnen kann
Bugs

•Lares:
Der Lares-Bug in der Form, dass Lares in Kapitel 1 und 2 nicht mehr zu den Wassermagiern bzw. in den nördlichen Wald mitgeht, ist in den aktuellen G2-MDK-scripts schon längst behoben (kommt auch in der Gold-version nicht mehr vor). Allerdings kann es im 3.Kapitel (wo Lares grundsätzlich nicht mehr mitgeht) offenbar noch vorkommen, dass die Option "Ornament zurückverlangen" fehlt, und man somit auf "blaresb" etc. zurückgreifen muss, um das Ornament zurückzubekommen. Außerdem sorgt es bei manchen für Verwirrung, wenn Lares im 3.Kapitel noch auf eine Ablösung wartet, und sagt, dass er losgehen will, es aber dann doch nicht tut.
Um derartiges zu vermeiden, gibt es folgende Änderungen:
- Für Versionen, wo oben genannter Lares-Bug noch auftritt, wird dieser behoben
- Lares erwartet jetzt im 3.Kapitel keine Ablösung mehr, und sagt bei der "Lass uns gehen"-Option, dass er hierbleiben will, mit anschließendem "Ornament zurückverlangen" als einzige Option, womit klar ist, dass man das Ornament alleine zu den Wassermagiern bringen muss.
- Wenn man das Ornament erst im 3.Kapitel Lares gibt, akzeptiert er direkt das Angebot des Helden "Ich werde das Ornament für dich hinbringen".
•Verwandlung:
- Wenn man sich nach einer Tierwerwandlung zurückverwandelt, hat man automatisch die besten Waffen, die man tragen kann, angelegt. Wenn man vor der Verwandlung eine andere Nahkampfwaffe angelegt hatte, und es einen attributsverändernden Unterschied gibt, wirkt sich dieser bei der Rückverwandlung permanent aus. Um diesen bug zu vermeiden, wird jetzt auch direkt vor der Verwandlung die beste Nahkampfwaffe angelegt, somit gibt es keine Differenz zur Waffe nach der Verwandlung und keine Attributsänderungen.
- Wenn man von NPCs in verwandelter Form gesehen wurde, wollen sie einen auch später (wenn man längst zurückverwandelt ist) noch töten. Mit der Änderung verhalten sie sich danach friedlich (vorausgesetzt man hat sich aus ihrer Sichtweite entfernt, solange sie noch feindlich waren), das selbe gilt auch, wenn man sich ihnen in Banditenrüstung gezeigt hatte.
- Verwandlungsspruchrollen kosten laut Anzeige 5 Mana, ziehen aber trotzdem bei der Verwandlung 10 Mana ab, das ist auf jetzt auf 5 Mana korrigiert
•Schattenläuferhörner:
- der 0-Exp-bug ist behoben
- der exploit wird verhindert, dh wenn man Buster niederschlägt, bekommt man die Hörner nicht mehr zurück
- man kann jetzt auch wenn man das Hörner-nehmen noch nicht gelernt hat, gefundene Hörner an Buster abgeben
•Fokussteine:
wenn man einen Fokus verloren hat, bekommt man von Merdarion einen neuen
•Alte Münzen:
der exploit wird verhindert, dh wenn man Wasili niederschlägt, bekommt man die Münzen nicht mehr zurück
•Sprachen der Erbauer:
der Fehler, dass Myxir in der Stadt keine Sprachen mehr lehrt, ist behoben
•Feuerdrache:
der Feuerdrache ist jetzt nicht mehr schon von Anfang an sterblich
•Mika-Exploit:
der Bug, dass man Mika unbegrenzt oft auf Akil ansprechen und Exp kassieren kann, ist behoben
•Milten-Exploit:
wenn man Milten auf Irdorath niederschlägt, hat er jetzt nicht nocheinmal das ganze neue Inventar mit Kronstöckel und Drachenwurzel
•Vatras-Almanach-Exploit:
wenn man Vatras auf Irdorath den Almanach der Besessenen gibt, kann man ihn jetzt nicht mehr zurückkaufen
•Diebesgilde:
Wenn man Rengaru und Halvor hat laufen lassen, aber von Nagur keinen Auftrag mehr erhält, weil man Miliz/Paladin/Novize/Magier ist, ist ein Beitritt zur Diebesgilde nicht mehr möglich. Es ist zwar die Frage, ob man das überhaupt als bug bezeichnen kann, da es durchaus so gedacht ist, dass man unwichtige Nebenquests in den Sand setzen kann (wenn man weiß, wie es geht, macht man den Fehler ohnehin nicht mehr, und holt sich Nagurs Auftrag am besten gleich als Gildenloser), trotzdem gibt es jetzt als Notlösung eine weitere alternative (brutale) Beitrittsmöglichkeit: Wenn man einen der 3 (Nagur, Halvor, Rengaru) tötet, wird man auch von Kardif zu Attila geschickt, der einen direkt ohne Dialog angreift.
•Der Jan-Drachenblut-Exploit ist jetzt auch behoben
•Als Gildenloser hat man im 4./5. Kapitel jetzt den selben ausgiebigen spawn wie als Wassermagier (mit Orks, Echsenmenschen und Suchenden)
•Als Gildenloser kann man im 5.Kapitel im Klosterkeller eine weitere Rüstung bekommen, die muss man allerdings im Kampf mit einem harten (namenlosen) Gegner erbeuten (man bekommt sie auch nur dann, wenn man ihn persönlich erledigt).
•Als Gildenloser kann man (aus Nostalgiegründen ) noch eine Schattenrüstung von Diego am Austauschplatz bekommen (ist schon im 1.Kapitel möglich), sowie eine Templerrüstung von Angar. Um Verwirrungen bezüglich der letzten Rüstung im Klosterkeller zu vermeiden, bekommt man sie jetzt auf jeden Fall beim Tod des Gegners, unabhängig davon, wie er stirbt.
•Als Wassermagier braucht man im 5.Kapitel keine Teleportrune mehr zu bauen, um die letzte Robe/Rune zu erhalten (damit es nicht ganz gleich wie beim Paladin ist).
•Der Bug, dass man Suchenden ihre Runen klauen kann, ist behoben
•Skelett-Exploit: Skelettmagier beschwören jetzt nur mehr maximal 5 Skelette
•Diverse Kleinigkeiten ausgebessert.

I'm added in the bug list exploit with Abuyin: hero can sell him honey tobacco, beat him, plunder and sell honey tobacco over and over.

Some bugs were fixed in the G2a_NR_ScriptPatch:
1. During Fire Contest novice Agon is not killing Hero if he was defeated him because attack reason set to AR_NONE. But another novices Ulf and Igaraz kills defeated Hero (attack reason set to AR_KILL). You should replace wrong attack reasons in script Story\Dialoge\DIA_NOV_603_Agon.d.

2. During Fire Contest novice Igaraz goes to the wrong waypoint (NW_TAVERNE_TROLLAREA_66) and disappears from game. Fixed script Story\NPC\NOV_601_Igaraz.d:
func void Rtn_CONTESTWAIT_601()
{
TA_Stand_ArmsCrossed(8,0,23,4,"NW_TAVERNE_TROLLAREA_06");
TA_Stand_ArmsCrossed(23,4,8,0,"NW_TAVERNE_TROLLAREA_06");
};

3. Igaraz doesn't attack Hero when he got a blank rune stone. You need to change condition in the script Story\Dialoge\DIA_NOV_601_Igaraz.d:
func int DIA_Igaraz_Stein_Condition()
{
if((MIS_SCHNITZELJAGD == LOG_Running) && (other.guild == GIL_NOV) && (Npc_HasItems(other,ItMi_RuneBlank) >= 1))
{
return TRUE;
};
};

4. Fixed bug with a protection ring in the Samuel's trade inventory (Story\B_GiveTradeInv\B_GiveTradeInv_Addon_Samuel.d):
if((Kapitel >= 1) && (Samuel_ItemsGiven_Chapter_1 == FALSE))
{
CreateInvItems(slf,ItMi_Gold,100);
CreateInvItems(slf,ItFo_Addon_Rum,2);
CreateInvItems(slf,ItFo_Booze,3);
CreateInvItems(slf,ItFo_Beer,6);
CreateInvItems(slf,ItFo_Wine,2);
CreateInvItems(slf,ItFo_Bacon,2);
CreateInvItems(slf,ItMi_Flask,4);
CreateInvItems(slf,ItPl_SwampHerb,4);
CreateInvItems(slf,ItMi_Joint,1);
CreateInvItems(slf,ItRi_Prot_Fire_02,1);
Samuel_ItemsGiven_Chapter_1 = TRUE;
};

5. It happens that after when run away from Sekob Rosi and Till will come on a Onar's farm, they don't left the hero. For example, I have finished them to a front entrance (where there is Sentenza), have received the award from Rosi, but both of them all the same continue to run with me. The reason - not always works a condition in the function DIA_Rosi_ANGEKOMMEN_Info() (script Story\Dialoge\DIA_Bau_936_Rosi.d):
else if(Npc_GetDistToWP(self,"NW_BIGFARM_KITCHEN_02") < 8000)
{
Npc_ExchangeRoutine(self,"BIGFARM");
B_StartOtherRoutine(Till,"BIGFARM");
}

To be continued...

PaulMuadDibUsul
18.05.2010, 18:19
Hello, here are some more bugs:

Additional exploits: Cipher and Hodges - selling everything and beating him; Wasil - giving old coins and beating him; Vatras - giving him the Almanach and buying it from him (chapter 6 i think).

About the Lehmar's account book. We can give it to Coragon, Thorben and Hanna. We can give it to all of them if we know the order. What do you think about blocking the possibility of buying the account book from them? That you will be able to give it only to one of them. What do you think about it?

The hunter Grom is not sleeping in his tent (the guy where are two trolls)

The player can buy the pack of steel from Huno

Demons can get pass the doorway. Is it possible to make them smaller? So they could attack the player.

Dimus
19.05.2010, 09:05
6. The two-handed sword (105/105), by which Angar in the Valley of Mines has been equipped, is saved after transition to a Bengar's farm, and also on Irdorath island. You should to replace in the scripts Story\NPC\DJG_705_Angar_NW.d and Story\NPC\DJG_705_Angar_DI.d following string EquipItem(self,ItMw_2H_Sld_Sword); with EquipItem(self,ItMw_Zweihaender2);

7. After freeing by the hero unnamed slaves don't leave together with Patrick's group, and are simply removed by a script - as a result at the installed parameter spawnRemoveNpcOnlyIfEmpty=1 in Gothic.ini their corpses remain in the gold mine:
STRF_1128_Addon_Sklave - STRF_1130_Addon_Sklave
STRF_1136_Addon_Sklave - STRF_1140_Addon_Sklave
As in Jahrkendar there is a place "TOT" (there are added corpses of NPCs, who passed to other location or has been removed under the scenario).
I suggest to include in Patrick's scripts, Monty, Tonak, Telbor, Pardos and these slaves function Rtn_Tot_<id> (where <id> - its serial number registered in NPC instance, for example for Patrick in Jahrkendar (Story\NPC\STRF_1118_Addon_Patrick.d) it will be 1118):
func void Rtn_Tot_1118()
{
TA_Sleep(8,0,23,0,"TOT");
TA_Sleep(23,0,8,0,"TOT");
};
The same function can be added in a script of Biff (Story\NPC\DJG_713_Biff.d) - then after transition in Khorinis his body will be moved to a mortuary of the Valley of Mines.

8. Serious error - in 2nd chapter it is possible to go together with Diego to a rock dragon lair! There even in 4th chapter don't go Gorn and Biff. Therefore it is necessary to put for Diego the additional delimiter in C_DiegoTooFar() function that he can't go to the guarded by draconians plateau (PATH_TO_PLATEAU04_SMALLPATH) and set appropriate check in DIA_Addon_ThiefOW_TooFar_Info() function.
Story\B_Story\C_DiegoTooFar.d:
const int LOC_ANGAR = 1;
const int LOC_ICE = 2;
const int LOC_SWAMP = 4;
const int LOC_FIRE = 3;
const int LOC_LAKE = 5;
const int LOC_XARDAS = 6;
const int LOC_FAJETHMINE = 7;
const int LOC_SILVESTROMINE = 8;
const int LOC_GRIMESMINE = 9;
const int LOC_BURG = 10;
const int LOC_ORCBARRIER = 11;
const int LOC_ORCBARRIER_FAR = 12;
const int LOC_ROCK = 13;

func int C_DiegoTooFar(var int tolerance)
{
if(Npc_GetDistToWP(hero,"SPAWN_OW_SHADOWBEAST_10_01") < (4000 + tolerance))
{
return LOC_ANGAR;
}
else if(Npc_GetDistToWP(hero,"OW_ICEREGION_ENTRANCE_01") < (3000 + tolerance))
{
return LOC_ICE;
}
else if(Npc_GetDistToWP(hero,"OW_PATH_046") < (1800 + tolerance))
{
return LOC_SWAMP;
}
else if(Npc_GetDistToWP(hero,"CASTLE_5") < (1500 + tolerance))
{
return LOC_FIRE;
}
else if((Npc_GetDistToWP(hero,"MT16") < (6500 + tolerance)) || (Npc_GetDistToWP(hero,"MT13") < (5500 + tolerance)))
{
return LOC_LAKE;
}
else if((Npc_GetDistToWP(hero,"DT_MAINGATE") < (500 + tolerance)) || (Wld_GetPlayerPortalGuild() == GIL_DMT) || ((Npc_GetDistToWP(hero,"DT_E3_03") < 1000) && (Npc_GetHeightToNpc(self,hero) > 1000)))
{
return LOC_XARDAS;
}
else if((Npc_GetDistToWP(hero,"OW_NEWMINE_03") < (2500 + tolerance)) || (Npc_GetDistToWP(hero,"OW_NEWMINE_03_B") < (2500 + tolerance)))
{
return LOC_FAJETHMINE;
}
else if(Npc_GetDistToWP(hero,"OW_MINE3_OUT") < (1200 + tolerance))
{
return LOC_SILVESTROMINE;
}
else if(Npc_GetDistToWP(hero,"OW_PATH_266") < (3000 + tolerance))
{
return LOC_GRIMESMINE;
}
else if((Npc_GetDistToWP(hero,"OC_CENTER_02") < (12000 + tolerance)) || (Npc_GetDistToWP(hero,"OC_CENTER_05") < (12000 + tolerance)))
{
return LOC_BURG;
}
else if((Npc_GetDistToWP(hero,"OC_ORCBARRIER_08") < (5000 + tolerance)) || (Npc_GetDistToWP(hero,"PATH_OC_PSI_01") < (5000 + tolerance)))
{
return LOC_ORCBARRIER;
}
else if(Npc_GetDistToWP(hero,"OW_PATH_BLOODFLY01_SPAWN01") < (5000 + tolerance))
{
return LOC_ORCBARRIER_FAR;
}
else if(Npc_GetDistToWP(hero,"PATH_TO_PLATEAU04_SMALLPATH") < (1000 + tolerance))
{
return LOC_ROCK;
};
return FALSE;
};
Story\Dialoge\DIA_PC_ThiefOW.d:
func void DIA_Addon_ThiefOW_TooFar_Info()
...
else if(C_DiegoTooFar(1000) == LOC_ORCBARRIER_FAR)
{
AI_Output(self,other,"DIA_Addon_Diego_TooFar_11_29"); //If we continue in this direction, we'll only end up at the orc barrier again.
AI_Output(self,other,"DIA_Addon_Diego_TooFar_11_30"); //Let's go to the pass!
}
else if(C_DiegoTooFar(1000) == LOC_ROCK)
{
AI_Output(self,other,"DIA_Addon_Diego_TooFar_11_09"); //If we keep walking up the mountain, we're sure to meet a dragon.
AI_Output(self,other,"DIA_Addon_Diego_TooFar_11_08"); //Let's not go in there.
};
Diego_TooFarComment = TRUE;
};

9. Lord Hagen shouldn't start the first talk to the Hero if he has been transformed to a sheep (Story\Dialoge\DIA_PAL_200_Hagen.d):
func int DIA_Lord_Hagen_Hallo_Condition()
{
if((hero.guild != GIL_NONE) && (hero.guild != GIL_SHEEP) && (self.aivar[AIV_TalkedToPlayer] == FALSE) && (Kapitel < 3))
{
return TRUE;
};
};

To be continued...

sushant
15.06.2010, 10:44
There is no Dialogue available to tell Maleth that you KNOW THE CAVE WHERE BANDITS ARE HIDING.

This dialogue appears after you have already killed the bandits,
should not it appear before?
As you talk to Bandit outside of cave, this dialogue should be available.:dnuhr:

CrashMorraKan
20.07.2010, 07:56
I am doing that myself, the fire rain thing, but now Greg is killing me when i do it (maybe my mistake is talking with Dexter and killing him first), so i second the thing with Greg walking to the place instead of teleporting.He is there to help you with the bandits anyways, but if i can kill all of them myself the i see no point in his "help" :).
Off-topic
Mayaam, i am pretty annoyed myself when i miss some xp by any reason, like animals falling (the rats in the walley with Lester) or when someone kills an monster (Cavalron - the goblins, Maleth - the wolf and so on) or an NPC (Akil - Engardo, Greg - the bandits, etc. ) :).I know that this kind of things adds some realism to the game but i just can't stop myself thinking "That was my xp :(!" :)

i think 100% the same way! i agree in 100% with you, i also hate it.

Dimus
18.08.2010, 07:58
Ok, I'm posted here a translation of important info from the Russian G2a bug fixing thread (http://forum.worldofplayers.de/forum/showthread.php?t=753494).

Fixing of a weapon bug in G2a at transformations.

To many G2a players and mod makers well-known one unpleasant bug with the weapon which has what either positive, or the negative bonuses to ability of battle.
At equipment of such bonus weapon to possession as well as it is necessary the level of possession is added or diminished by the weapon, but at usage of spells of transformation together with such weapon there is a failure and at the playing fairly earned skill of battle can disappear FOR EVER.

In a some mods there were attempts of fixing this bug by storing of ability of battle in a variable during transformation and recovery of skill after transformation into a human type, but this method not ideal and not optimal since it requires to trace all transformation spells.

During development of project StrongHand we have found the reason of failures and have eliminated it.

For this purpose we will consider function of charge and removal of a weapon bonus in G2a.
For bonus charge to one-handed weapon script Einhand_EquipBonus.d answers
For bonus charge to the two-handed weapon script Zweihand_EquipBonus.d answers

---------------------------------

Let's consider one example for one-handed weapon from script Einhand_EquipBonus.d:

func void Equip_1H_01() //This function works at weapon equipment.
{
if(Npc_IsPlayer(self)) //This operation checks, whether is the user of the weapon the Protagonist.
{
B_AddFightSkill(self,NPC_TALENT_1H,Waffenbonus_01); //This function adds a bonus to the combat skill.
};
};

func void UnEquip_1H_01() //This function works at weapon removal.
{
if(Npc_IsPlayer(self)) //This operation checks, whether is the user of the weapon the Protagonist.
{
B_AddFightSkill(self,NPC_TALENT_1H,-Waffenbonus_01); //This function removes a bonus from the combat skill.
};
};


And so essence just also is covered as Npc_IsPlayer(self) function, whether which checks is the user of the weapon the Protagonist. The matter is that this function NOT WORKS, when NH has been transformed into any creature.
For the problem resolution the WORKING alternative of the given function - unique NH's identifier equal to zero which defines NH in any appearance has been found and doesn't cause failure at bonus calculation.

In general for bug fixing, it is required in both weapon scripts Einhand_EquipBonus.d and Zweihand_EquipBonus.d to replace all lines if(Npc_IsPlayer(self)) to if(self.ID == 0)

---------------------------------

The fixed example will look so:

func void Equip_1H_01() //This function works at weapon equipment.
{
if(self.ID == 0) //This operation checks, whether is the user of the weapon the Protagonist on his unique identifier #0.
{
B_AddFightSkill(self,NPC_TALENT_1H,Waffenbonus_01); //This function adds a bonus to the combat skill.
};
};

func void UnEquip_1H_01() //This function works at weapon removal.
{
if(self.ID == 0) //This operation checks, whether is the user of the weapon the Protagonist on his unique identifier #0.
{
B_AddFightSkill(self,NPC_TALENT_1H,-Waffenbonus_01); //This function removes a bonus from the combat skill.
};
};


In some projects this method of correction has been tested already, for example, in 'GlobalMod' from Magic TEAM and 'Unnamed' from dixie.

dixie besides has developed idea and has found another working alternative of unique NH's identifier - his unique number of a voice which also successfully defines NH in any appearance.

func void Equip_1H_01() //This function works at weapon equipment.
{
if(self.voice == 15) //This operation checks, whether is the user of the weapon the Protagonist on its unique voice #15.
{
B_AddFightSkill(self,NPC_TALENT_1H,Waffenbonus_01); //This function adds a bonus to the combat skill.
};
};

func void UnEquip_1H_01() //This function works at weapon removal.
{
if(self.voice == 15) //This operation checks, whether is the user of the weapon the Protagonist on its unique voice #15.
{
B_AddFightSkill(self,NPC_TALENT_1H,-Waffenbonus_01); //This function removes a bonus from the combat skill.
};
};



Fixing of "illegal" obtaining of magic runes from killed Seekers.

As it is known, in G2a magic runes it is possible either to make most, or to receive in an award, or to find; but not to receive in the form of a trophy from the killed opponent.

The bug consists in freezing Seeker with an 'Ice Cube' or a 'Frost Wave' spell and beating to the minimum quantity of life. Thereof Seeker dies of a cold and ALL runes which he used during combat remain on his corpse, and it can be and the 'Fire rain' - isn't that so a good freebie? And so we won't be tempt ourselves and players and we will eradicate this bug on a root.

So, for this purpose we will consider state function into which frozen subject enters: ZS_MagicFreeze. That at the opponent who has died from frosts it was impossible to get his combat runes, we will simply add in this state function of cleaning of runes B_ClearRuneInv(self); All! Now after frosts of the opponent all his runes will quickly disappear from inventory. After that to obtain runes from Seeker, or any other magician with the frost method won't turn out. If the magician defrosts, all his runes will appear again. Fix of this bug also has been applied in GlobalMod.

func void B_RestartFreeze()
{
if(Npc_GetLastHitSpellID(self) == SPL_IceCube) || (Npc_GetLastHitSpellID(self) == SPL_IceWave)
{
Npc_SetStateTime(self,0);
};
};

func void B_StopMagicFreeze()
{
Npc_PercEnable(self,PERC_ASSESSMAGIC,B_AssessMagic);
Npc_ClearAIQueue(self);
AI_StandUp(self);
if(self.guild < GIL_SEPERATOR_HUM || self.guild == GIL_SEPERATOR_ORC)
{
B_AssessDamage();
}
else
{
Npc_SetTempAttitude(self,ATT_HOSTILE);
};
};

func void ZS_MagicFreeze()
{
Npc_PercEnable(self,PERC_ASSESSMAGIC,B_RestartFreeze);
Npc_StopAni(self,"S_FIRE_VICTIM");
if(!C_BodyStateContains(self,BS_UNCONSCIOUS))
{
AI_PlayAniBS(self,"T_STAND_2_FREEZE_VICTIM",BS_UNCONSCIOUS);
};
B_ClearRuneInv(self);
self.aivar[AIV_FreezeStateTime] = 0;
};

func int ZS_MagicFreeze_Loop()
{
if(Npc_GetStateTime(self) > SPL_TIME_FREEZE)
{
B_StopMagicFreeze();
return LOOP_END;
};
if(Npc_GetStateTime(self) != self.aivar[AIV_FreezeStateTime])
{
self.aivar[AIV_FreezeStateTime] = Npc_GetStateTime(self);
if(self.attribute[ATR_HITPOINTS] > (self.attribute[ATR_HITPOINTS] - SPL_FREEZE_DAMAGE))
{
if(self.guild == GIL_FIREGOLEM || self.aivar[AIV_MM_REAL_ID] == ID_FIREWARAN)
{
B_MagicHurtNpc(other,self,SPL_FREEZE_DAMAGE * 2);
return LOOP_CONTINUE;
};
if(self.guild == GIL_ICEGOLEM)
{
B_MagicHurtNpc(other,self,SPL_FREEZE_DAMAGE / 2);
return LOOP_CONTINUE;
};
B_MagicHurtNpc(other,self,SPL_FREEZE_DAMAGE);
};
};
return LOOP_CONTINUE;
};

func void ZS_MagicFreeze_End()
{
};



The material is made and prepared by Ukur (aka BlackWolf)
(c) 2008 Mighty DWARF

Tratos
18.08.2010, 20:54
^Beautiful. Keep 'em coming. :)

Frank-95
04.09.2012, 10:40
Please answer to this..

I tried to write B_ClearRuneInv in ZS_MagicFreeze but when I compile it it says undefined identifier because gothic source didn't compile that function yet. How can I solve it?