Author Topic: ADD_CRE_EFFECT vs. CHARBASE.CRE  (Read 1503 times)

Offline Echon

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ADD_CRE_EFFECT vs. CHARBASE.CRE
« on: April 21, 2015, 01:44:06 PM »
This function refuses to patch EFFs onto CHARBASE.CRE, regardless of what value the effect flag has. The code below does what it is supposed to do on other CREs.

Code: [Select]
COPY_EXISTING ~charbase.cre~ ~override~
  LPF ADD_CRE_EFFECT
INT_VAR  
opcode = 177
target = 1
parameter1 = 4
parameter2 = 4
timing = 9
STR_VAR
resource = ~hobgob1~
  END
  LPF ADD_CRE_EFFECT
INT_VAR
opcode = 177
target = 1
parameter1 = 6
parameter2 = 4
timing = 9
STR_VAR
resource = ~kobold1~
  END

Offline Wisp

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Re: ADD_CRE_EFFECT vs. CHARBASE.CRE
« Reply #1 on: April 24, 2015, 12:48:36 PM »
It's not a bug, if that's what you are asking.

fj_cre_validity.tpa:
Code: [Select]
  PATCH_IF ~%SOURCE_RES%~ STRING_EQUAL_CASE charbase BEGIN
    valid = 0
  END
« Last Edit: April 24, 2015, 12:50:56 PM by Wisp »

Offline Echon

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Re: ADD_CRE_EFFECT vs. CHARBASE.CRE
« Reply #2 on: April 24, 2015, 01:13:13 PM »
I see. Do you know why charbase is not valid?

Offline The Imp

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Re: ADD_CRE_EFFECT vs. CHARBASE.CRE
« Reply #3 on: April 24, 2015, 06:58:19 PM »
It might have to do with the fact that you really really shouldn't be patching the charbase.cre file. You can do the same with a .bcs file for example. Without altering every new player character while leaving the already started characters out for example of the edit.

 

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