Modifié par Masterdisorder, 03 novembre 2010 - 02:05 .
Thief skills cap
Débuté par
Masterdisorder
, nov. 03 2010 01:14
#1
Posté 03 novembre 2010 - 01:14
I seem to have read that if somehow the skills of the thieves go over a certain number (with items, potions, spells, etc..), the game goes in error and it counts as if they were 0. It 's true? What is the offending digit? 240? 256? It 's a problem still exists or has been somewhat resolved by a patch / mod?
#2
Posté 03 novembre 2010 - 01:31
It's hardcoded and it can't be fixed. The highest possible number is 255 (2^8-1).
The game doesn't regard bigger numbers as 0 though, it just loses a digit, namely the 256, so your number will simply shrink by that amount.
The game doesn't regard bigger numbers as 0 though, it just loses a digit, namely the 256, so your number will simply shrink by that amount.
Modifié par Humanoid_Taifun, 03 novembre 2010 - 01:33 .
#3
Posté 03 novembre 2010 - 01:51
Humanoid_Taifun wrote...
It's hardcoded and it can't be fixed. The highest possible number is 255 (2^8-1).
The game doesn't regard bigger numbers as 0 though, it just loses a digit, namely the 256, so your number will simply shrink by that amount.
So if I bring the ability for example to 270, the game actually counts (270-256 =) 14?!
#4
Posté 03 novembre 2010 - 01:54
This is the pure, unadulterated joy of the Infinity Engine.
#5
Posté 06 novembre 2010 - 11:23
Possible solution: Don't put your skills up that high.
Just throwing that out there.
Just throwing that out there.
#6
Posté 06 novembre 2010 - 09:25
Masterdisorder wrote...
So if I bring the ability for example to 270, the game actually counts (270-256 =) 14?!
Yes. It's got to do with how much memory has been allocated to hold the thief stat score. I don't know if you understand how memory/binary works, but 255 in binary is 11111111, and 256 is 100000000. The Infinity Engine only allows 8 bits (digits in binary) to be held. Thus the 100000000 gets truncated to 00000000, more commonly referred to as 0.
You don't need your thief stats to be that high though. Open lock and disarm traps only needs to be a bit over 100, move silently and hide in shadows tend to be reliable around 150 each (this is what I've found anyway), and the others should have similar results.
#7
Posté 07 novembre 2010 - 01:42
There's only one byte in CRE file format to store invested skill values, however additional bonuses are stored in external effects and are added to the innate value. Pump HiS and MS to the max and then try to hide in the broad daylight.
#8
Posté 07 novembre 2010 - 02:06
GeN1e wrote...
There's only one byte in CRE file format to store invested skill values, however additional bonuses are stored in external effects and are added to the innate value. Pump HiS and MS to the max and then try to hide in the broad daylight.
I do not know if I understand .... then the magical effects that increase the ability does not count?
So if my HIS base score is 254, and with potions, spells, items I had a bonus of +50, my score would be 304 or 48?
#9
Posté 16 novembre 2010 - 10:51
304. magical effects are added. so the memory to store it on your character is 8 bytes. however, the memory to store it in game is more than 8 bytes, probably 32 bytes (an int?). racial bonuses will apply as well, check in game. you'll notice your 255 will be 275 for certain races. mercykiller ring + potion of theivery will enhance it even more. magical effects are somewhat harder to do, however.
#10
Posté 18 novembre 2010 - 07:54
If this is true why do people report failing due to quaffing too many poitions of thievery?





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