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Neverwinter Nights: Enhanced Edition Technical Bug Tracker
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Baseitems: MinRange=100 breaks the toolset #658

Open Cjreek opened 3 weeks ago

Cjreek commented 3 weeks ago

To Reproduce

Specifics

If needed, describe the bug

My goal was to have the potion item type support more than 9 colors in the toolset. For that I set MinRange in baseitems.2da to 100 (from 10) and MaxRange to 1000 (from 100) Additionally I extracted all the base game icons for potions and renamed them to fit the new scheme: i.e. from iit_potion_b_011.tga to iit_potion_b_101.tga and then added other custom icons into those ranges until iit_potion_b_X12.tga which should give me 12 different "colors" in the toolset (up to 99 if needed).

In the toolset the "Color" comboboxes are completely empty and the model comboboxes (top and middle) look like this:

image

And the combobox for "Bottom" looks like this:

image

Here is a module + hak/tlk to reproduce the problem:

composite_minmax.zip

Also:

I don't think this setup works in the game either. I've tried changing the appearance of a potion per script with the gff functions and setting the model number to something like 101 left me with a gray potion - the default icon if the icon could not be found.

Finaldeath commented 16 hours ago

I think the engine is fine. Checking it out the toolset is weird, it expects wrap arounds in the range of 2 characters. Will see if I or shadguy can do some tweaks there.

The module as-is I think hasn't got GFF edits? Not sure hard to tell - if you can do a really super simple edit with 1 potion which has valid part IDs for all 3 slots > 100 that'd be great then I can test more easily. I might make some edited part TGAs just to make sure they're showing up and the ID isn't getting mangled.