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> Informazioni tecniche utili, *.TAB, *.DLG, *.MES e notepad++
TheRuler
messaggio30 Nov 2013, 17:06
Messaggio #1



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Gruppo: SMod
Messaggi: 14.545
Iscritto il: 20 January 06
Da: Bologna
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Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




Come già anticipato via mail segnalo alcune cose scoperte durante il processo.

Queste in particolare si applicano a tutti i .TAB presenti nel gioco, vi chiedo particolare attenzione al mio bambino, l'help.tab, che é così strutturato:

[TAG_PRINCIPALE] 1xTAB [TAG_FAMIGLIA] 3xTAB titolo stringa 1xTAB stringa di testo vera e propria
oppure
[TAG_FAMIGLIA] 4xTAB titolo famiglia 1xTAB testo descrittivo


la stringa di testo può contenere i seguenti caratteri speciali:
VT (normalmente visualizzato da altri editor come il simbolo MASCHIO) che l'HELP del gioco interpreta come "a capo".
@t carattere invisibile che tabula il testo (vedi tabelle)
tilda ~ usata per l'hypertext all'interno dell'help: ~Invocazione~[TAG_MAGIC_SCHOOLS_EVOCATION] verrà visualizzato "Invocazione" in azzurro cliccabile.
[CMD_CHILDREN] o [CMD_CHILDREN_SORTED] semplicemente aggiunge la lista di TUTTE le stringhe che hanno lo stesso [TAG FAMIGLIA]


vi consiglio di abilitare in notepad++ la visualizzazione dei caratteri speciali:
visualizza / simboli / mostra tutti i caratteri

un'altra cosa utile è il "pallino blu" che compare cliccando tra il numero della riga e la riga stessa. Utile come segnalibro.


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TheRuler
messaggio9 Jul 2014, 23:28
Messaggio #2



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Gruppo: SMod
Messaggi: 14.545
Iscritto il: 20 January 06
Da: Bologna
Utente Nr.: 2.653
Entropologo part-time

BGE AG: Indy3
Arcade: Silpheed
Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




I bug risolti dalla patch non ufficiale di moebius che abbiamo utilizzato come base per sviluppare la nostra v5:

CITAZIONE
Changes, Modifications, and Fixes:

o duggelz's level uncapper installed in this version.
o Scorching Ray added.
o My weird variant of level dependent spell maximums installed.
You'll need to install the Chain Lightning, Magic Missile, Scorching Ray,
Heat Metal, and Rage spell rules that come with this. The basic setup is
for the new max_Targets is, a positive number is a fixed maximum, 0 is
max_Targets = caster's level, and otherwise max_Targets should be set to -abc
where the max_Targets of the spell is the minimum of "a" and
"((caster's level) + c) / (b + 1)". So, Magic Missile would have a max_Targets
of -511 (min(5, ((caster's level) + 1) / (1 + 1))))
Incidentally, this will fix the 1 magic missile on levels 11 and up bug.
o Halflings should now get the +4 Hide modifier due to small size
o Skill Focus(Perform), Skill Focus(Survival), Skill Focus(Tumble),
Skill Focus(Use Device) should work and give +3 modifiers to the appropriate skill
o You should no longer be able to take Power Attack at creation if you have a
Strength of 12 (or any other strength dependent skill.)
o You should no longer be able to take Quick Draw at creation if you do not
have a BAB of +1.
o Greater Flurry (well, the improved version of Flurry of Blows at level 11)
should now work.
o Ki Strike should now add the adamantium damage type at level 16.
o Open Hand Damage for monks should now scale up to level 20. Also, open hand
damage for large sized monks should be correctly calculated.
o Unarmed Damage for non-monk enlarged medium sized creatures should now be 1d4.
(May have been 1d3 before. Not sure.)
o Fast Movement should scale up to level 20 for monks, and Monk and Barbarian
Fast Movements should stack.
o Diamond Body added. (Copy of Venom Immunity)
o Diamond Soul added. (Modded version of Spell Resistance)
o Abundant Step feat name added. (Doesn't do anything)
o Quivering Palm feat name added. (Doesn't do anything)
o Empty Body feat name added. (Doesn't do anything)
o Perfect Self feat name added. (Doesn't do anything)
o Base intelligence now used for calculating skill points.
o Odd bug with regards to raising intelligence on level up - would occassionally
not give you an extra skill point even if you should've gotten one - but required
that you had previously selected another stat as your attribute to be raised,
and then selected intelligence. Should be fixed.
o Half point skill ranks should now display correctly in the level up dialog.
o Class skills of cleric domains are now properly treated as actual class skills when
leveling up cleric.
o Class skills of cleric domains are now always correctly treated as class skills
for the purposes of calculating the maximum rank possible, even when not leveling
up cleric.
o Can now increase the rank of non-class skills of the class being leveled up to
the maximum rank possible if the skill is a class skills of another of your classes.
o Barbarians now retain their +10 movement while wearing medium armor.
o Barbarians no longer maintain their +10 movement while heavily encumbered.
o Monk special abilities (Flurry of Blows, Monk AC Bonuses, and Fast Movement) no longer
apply while monks are medium or heavily encumbered.
o Monk/Barbarians (all two of them) will still get their +10 movement even while wearing
armor. I think. I didn't actually have a Monk/Barbarian to test this out with.
o stat_level_get(stat_load) and get_base_stat(stat_load) changed. Previously, they
returned 3 for lightly encumbered and 1 for medium and heavily encumbered. Now
they return 1 for light, 2 for medium, and 3 for heavy encumberance. It doesn't
appear as if anyone was using these functions, so changing them should have no effect.
o Monk and Barbarian Fast Movement bonuses split. Monk Fast Movement bonus is treated
as an enhancement bonus (as per PHB 3.5), and thus does not stack with Haste or
Expeditious Retreat. Barbarian Fast Movement is treated as an unnamed bonus, and thus
stacks with Expeditious Retreat. Haste does not work correctly with it yet.
o Stunning Fist now has (monk_level) + (non_monk_levels / 4) charges per, well...
rest period, probably. Used to be (level) number of charges.
o Selecting an attribute to improve during level up will now clear your feat selection
choices. This was done as the simplest way to avoid invalid feat selections. (I.e.,
raise your strength to 13, pick power attack, and then raise some other attribute.)
o Can no longer raise skills if you have negative skill points. (Okay, it didn't happen
that often, and it wouldn't actually let you finish leveling up if you did have
negative skill points, but it was still a bug.)
o Flurry of Blows no longer works with a non-monk weapon wielded in the off hand
- on further consideration, I'm removing this - according to the 3.5 FAQ, it should
work. Heck, Flurry of Blows should work even if the primary weapon is a non-monk
weapon
o Power Attack will only apply the attack penalties if you are wielding a non-light
weapon, or your primary attack is unarmed. Theoretically, if monks are ever capable
of doing unarmed strikes even while armed, Power Attack should more or less always be
on, but they're not, so it's not. Now to fix damage.
o Power Attack should apply a x1 damage bonus to unarmed attacks and one-handed weapons
when either an off-hand weapon is used or a shield is used. Light weapons get no
damage bonus, and any other case gets a x2 damage bonus.
o Haste now provides an enhancement bonus of min(30, target's base speed) to movement.
This means that it will not stack with Monk's Fast Movement, but will stack with
Barbarian's Fast Movement. Furthermore, it will no longer cap movement at 2 x base
speed. Note, that it's the Barbarian's base speed unmodified by Fast Movement that's
used. Hasted Dwarven Barbarians move at 50.
o You can now use a higher level spell slot to memorize a spell. Go 20+ magic missiles!
o The left side of the spell book should now go up to spell level nine. Not that there
are any level nine spells for you to know. Heck, I don't think there's even a
chain lightning scroll.
o Level 5 metamagic feats will no longer be added to the end of the list (down by
level 9 spells.)
o Deleteing meta-magiced spells should no longer be as screwy. (The old code only
overwrote it with the last spell on the spellbook list - this should actually delete
it.)
o Meta-magic effects can now raise a spell to level 9
o Strength domain added to St. Cuthbert, as per manual
o Resurrection xp penalties should now work up to level 20.
o Weapon Focus, Weapon Finesse, and other skills that rely upon a weapon proficiency
will now recognize new weapon proficiencies you pick up when you multi-class into
another class.
o Rapid Reload and any other feats (are there any?) that rely upon having a crossbow
proficiency are now selectable when you multi-class into any other class than a druid.
Druid/fighters rejoice!
o The memorization list had those nifty meta-magic colored ball thingies so you can
tell if you really maximized that fireball or not. Won't show up on your spell
casting radial menu though.
o Resurrecting level one characters with constitution boosts should now correct
subtract two constitution points. (Amusingly enough, it was taking the *current*
constitution, subtracting two, and setting the *base* constitution to that. It's
entirely possible that dying while wearing a +6 con item, and then being raised
would give you a bonus to constitution. This amuses me.)
o Skill Focus feats now display correctly on the adding up your skill total screen
o Widen Spell now boosts spell level by three instead of one. May or may not actually
do anything though.
o Spell DCs are now correctly calculated - using a higher level slot will no longer boost
the DC of the spell, normally. If Heighten Spell is used, the level of the slot will
be used, then any non-Heighten Spell meta-magic feats will be deleted, and the
remaining spell level will be used. (I.e., let's say you heighten a Magic Missile.
And you decide to Empower it also. That gives it a base level of four. Now let's
say you stick in a level five spell slot - since the spell is Heightened, it
gets treated as a level three spell for DC purposes (5 - 2(Empower) = 3). Of course,
this is moot, since there isn't a saving throw associated with Magic Missile.) Note:
There is no way to partially Heighten a spell (i.e., say only Heighten it by one spell
level, but place it in a spell slot two levels higher) - there isn't enough information
about how the heighten worked to do this. (*Why* you'd want to do this is another
question entirely.) (primary attribute limitations - that's why)
o Replacing a higher level spell slot that has been used to hold a lower level spell
with a spell of the correct level no longer requires closing and reopening the spell
memorization interface.
o Sorcerers and Bards can use higher level spell slots to cast lower level spells.
(This will again correctly deduct a higher level spell usage. I should also note
that it will *always* use a higher level spell slot if no lower level spell slots
are available.)
o The DirectX 9.0c looting bug appears to be patched. It's not a real fix... not really.
o The ntdll.dll bug was sort of bashed out of existence. I left a dangling file handle.
Maybe. It's about on par with the DX9.0c fix.
o Bardic spells may no longer use the silent spell feat.
o Metamagic feats should now be stackable (except still spell, silent spell, maximize
spell and quicken spell).
o Widen spell should work.
o Extend spell should work correctly. (Note to spell writers - it'll be applied each
time you have a line like "spell.duration = x". Keep this in mind - saying
"spell.duration = spell.duration" could have unintended effects.)
o Left-clicking on a party member should now correctly select them again. (Caused by
the original loot bug fix.)
o Bug introduced by the MWP fix in handling Exotic Weapon Proficiencies fixed.
o Forge Ring and Craft Staff are in. No actual items for you to craft, but it's the
thought that counts, right? (And they're now set with the right feat requirements.
Forgot to change them back after testing. Meh.)
o Grank's bandits in the Water node should no longer cause a CTD.
o Potion of Super Heroism should work.
o Greater Heroism spell added.
o Craft Magical Arms and Armor now correctly sets the xp cost for crafting an already
magical weapon. Why exactly the GP costs and XP costs are calculated using different
algorithms, I'll never know.
o Craft Magical Arms and Armor now correctly recognizes magical shields as valid
targets. For some odd reason, "Shield Enhancement Bonus" wasn't a valid type of
effect for CMA&A before.
o Chain Lightning, True Seeing, and whatever the other sixth level spell is are now
correctly indicated as being sixth level spells during the add spells dialouge when
leveling up.
o Sorcerer's (and probably Bard's) spell selection screens should no longer be screwy
looking when gaining level six+ spells.
o Can actually use level six+ spell slots for the correct level when choosing spells on
level up.
o Level six+ spells should now show up on the radial menu. Now someone just needs to
write higher level spells.
o Paladin Smite Evil should now be usable the appropriate number of times per day
at levels ten and higher.
o Paladin Remove Disease should now be usable the appropriate number of times per week
at levels ten+.
o Updated spell.mes so Co8 3.0.4's description of Scorching Ray is in, added a description
to Greater Heroism.
o Nature Sense should now actually work.
o Spells memorized using the specialist spell slots should now stay there. (Note: if
you're loading up an old game, you'll have to replace the spells in your specialist
slot (at which point, they'll be flagged as belonging to that level's specialist
spell slot, and everything should go fine.))
o Fixed a bug created by the monk feat changes, whereby feat_* names weren't available
for Python scripts. So if you weren't starting out with weapons that you'd taken
feats in, that was why. Probably. And it also explained why the Flame Strike
script was crashing.
o Longspear has been added to the list of simple weapons, and removed from the list of
martial weapons. The MWP (longspear) feat has been disabled. Also added longspear
to SWP (rogue) and SWP (bard). Why exactly there are six different SWP variants...
(okay, okay, I know they wanted a cleaner looking feat list.)
o Fixed a bug inserted by the metamagic changes - any metamagic feats were increasing
the a spell's effective level. Should be limited to Heighten Spell now.
o Fixed Greater Spell Focus. GSF and SF were using the same function (reasonable -
each can be seen as adding a stackable +1 DC to the appropriate spell). Unfortunately,
the function only correctly determined if the appropriate school was being used for
SF and GSF.
o Spells memorized using specialist slots should now be correctly debited.
o A character with multiple Spell Focus or Greater Spell Focus feats should now have
the correct +DCs.
o Modded Spiritual weapon, so that it's BAB is equivalent to the caster's BAB.
...wisdom bonus is not being added yet, because I'd like to figure out how to correctly
handle DR issues first. So, still mostly broken.






Known Bugs:
o Dimension Door does not allow transport of other characters
o Temporary/Semi-permanent stat bonuses do not add to spells/day
(this is actually a real pain, because as far as I can tell, there's no
damned good way to figure out when to remove spells that are no longer known)
(okay, this is possible, now I just have to figure out how to hijack things
so that everytime any of your stats changes, all your spells are recalculated.)
o Can cast Haste on a target 120' away at ninth level.
o Widened spells (like fireball) do not have larger impact animations. I tried
manually setting fireball's radius to 40, and the animation stayed the same, so no
simple solution appears to be possible.
o Heightened spells do not count as a higher spell level for the purposes of determining
whether a character can cast the spell. (The code limits sets the maximum number of
spells per day to zero instead.)
o Empowered Spells will not stack - if you Empower a spell more than once, it will
still have 150% of it's normal effect.
o Minor Globe of Invulnerability uses spell slot level to determine if a spell can
penetrate it. Stilled fireballs penetrate MGoIs.

Possible Bugs:
o Empowered and Maximized spells may not work correctly. I got the spell damage
and spell heal routines - don't know if maximize kicks in else where. (Well,
there are places that maximize/empower *fail* to kick in... haven't figured out
what to do about those yet.)
o Widen Spell ups the radius_Target value. So I'm pretty sure it'll work for cone
and circular impact spells. I don't know if it will work work spells that summon
things into an area (like Cloudkill and Spike Growth, and if it does work for
those two, I'm not sure the graphics will actually cover the entire area) or line
(Lightning Bolt) type spells. Actually, I'm almost positive it won't work for
Lightning Bolt.

Features to Ignore:
o Quarterstaff can not be used as a double weapon
o Monks can not use unarmed strikes in replacement of their on-hand attacks
o Flurry of Blows won't work if you're using non-monk weapons
o Spell casters with spell slots should be able to non-spontaneously memorize spells
using undischarged spell slots (+ 15 minute wait.)


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Inserisci in questo messaggio
- TheRuler   Informazioni tecniche utili   30 Nov 2013, 17:06
- - TheRuler   Nella cartella mes troverete anche stringhe in ing...   2 Dec 2013, 00:20
- - Aedan   @The Ruler Ho gentilmente bisogno di un'inform...   3 Dec 2013, 12:13
|- - TheRuler   CITAZIONE (Aedan @ 3 Dec 2013, 12:13) @Th...   3 Dec 2013, 14:23
- - Aedan   Questa è un'ottima notizia! Allora provved...   3 Dec 2013, 18:01
- - Aedan   @TheRuler Ho un'altra domanda. La condition {p...   4 Dec 2013, 09:59
|- - TheRuler   CITAZIONE (Aedan @ 4 Dec 2013, 09:59) @Th...   4 Dec 2013, 12:11
- - Aedan   Grazie!   4 Dec 2013, 12:20
- - TheRuler   hehe! Fact: you can create visual effects rig...   4 Dec 2013, 20:37
- - Aedan   Dove vai a scovare queste chicche?   5 Dec 2013, 05:54
- - TheRuler   Al CircolOtto!   5 Dec 2013, 21:12
- - TheRuler   Grazie ai vari editor sparsi per la community del ...   7 Dec 2013, 00:00
- - Aedan   Grazie. Un riepilogo molto utile!   7 Dec 2013, 08:40
- - TheRuler   RE: Informazioni tecniche utili   14 Dec 2013, 23:48
- - Micartu   Quei tre punti uniti in uno solo sono quella stram...   14 Dec 2013, 23:53
|- - TheRuler   Lo so, mannaggialloro! i tre puntini di word.....   15 Dec 2013, 00:02
- - TheRuler   Ho trovato le global flags. CODE 001 Hommlet Jar...   15 Dec 2013, 00:04
- - Micartu   Decisamente utile a Aedan e soci. Il carattere de...   15 Dec 2013, 00:10
|- - TheRuler   CITAZIONE (Micartu @ 15 Dec 2013, 00:10) ...   15 Dec 2013, 00:14
- - Aedan   @TheRuler Sì, vi avevo fatto caso e nei miei file ...   15 Dec 2013, 00:12
- - TheRuler   Ho verificato. il triplice puntino viene visualizz...   15 Dec 2013, 14:42
- - TheRuler   I bug risolti dalla patch non ufficiale di moebius...   9 Jul 2014, 23:28
- - TheRuler   Lista comandi console. Molto utile come debug o ch...   3 Feb 2015, 23:10


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