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[BUG] Wrong constant value in Toolset


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#1
weriKK

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Hi.

Could not really find any better place to send this, if it's not the right place for such things I am sorry :/

Anyway, there is a bug in the current Toolset with one of the constants in 2da_constants_h.nss:
const int ABILITY_SKILL_COMBAT_TRAINING_4 = 100104;

This constant has an integer value of 100104 which is wrong, the correct value is 100103.

100103 is the value that can be found in ABI_base.xls and this is the value that can be used in game as well.

Modifié par weriKK, 09 novembre 2009 - 09:51 .


#2
Talian Kross

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I hope a dev responds to this because I was wondering about that, too, when I was doing a cursory look through the game's scripts. I know 2DA files take precedence, so I was wondering why so many constants are hard-coded in the scripts.



For now, I am just assuming the constants (defined in the include files) are just placeholders (i.e., labels), and maybe the dascript compiler does some kind of magic like looking up the real value based on the name ("ABILITY_SKILL_COMBAT_TRAINING_4" as in your example).



I hope some developer will shed some light on this.

#3
weriKK

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It does not look them up. The only reason I found it was because my stuff did not do what it was supposed to do.
The toolset only knows the integer numbers, the constants are only there to make it easier for us to work with them.

I also don't think 2da xls files themself are used for anything really, I believe they are only provided to us so we can manupulate data in a fairly readable way and compile our binary overrides from them. They are raw assets.

I might be completely wrong though :)

Modifié par weriKK, 09 novembre 2009 - 11:10 .


#4
Talian Kross

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weriKK wrote...

I also don't think 2da xls files themself are used for anything really, I believe they are only provided to us so we can manupulate data in a fairly readable way and compile our binary overrides from them. They are raw assets.

No, they are used, but with DA:O (unlike its predecessors), they now need to be compiled, so to speak.  BioWare has revamped the system into an intelligent, dynamic one.

You can read about it here.

As I stated in another thread, I'm currently not actively modding yet as I want to finish the game "clean, and as the developer's intended" first, but I did tweak the difficulty settings as I wrote about in my Blog (Tweaking Difficulty Settings with Toolset (PC Users)).

#5
weriKK

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Yes, that's what I meant. They are not used directly, only the binary code compiled from them. That's what I meant under raw assets.



It seems that there are quiet a lot of spell and talent constants that are either missing or called entirely differently than the corresponding in game abilities. This is especially true for higher tier abilities, though not exclusively.