Oyez, oyez !

Les résultats du vote sur les meilleurs RPG de tous les temps sont désormais dévoilés dans ce message !

Merci à toutes et à tous pour votre participation !

N'hésitez pas à aller commenter, ajouter des jeux auxquels vous n'auriez pas pensé...

[BUG] Fichier Action.ids incomplet ?

Ces forums sont consacrés à Baldur's Gate II: Shadows of Amn (Les Ombres d'Amn) ainsi qu'à son extension Throne of Bhaal (Le Trône de Bhaal). Besoin d'une soluce sur un chapitre, un donjon précis ou d'une aide concernant une quête ? Victime d'un plantage ou d'un bug ? À la recherche d'un objet ou d'informations sur une classe, une race, un personnage ou un monstre ? Impossibilité de battre un monstre ? La communauté vous apporte son aide sur le jeu et vous propose des guides et des tutoriels sur les différents aspects de Baldur's Gate 2.
Répondre
Fanghorn
Xvart
Messages : 13
Enregistré le : dim. 18 juil. 2004, 17:40
Contact :
Statut : Hors ligne

.

Message par Fanghorn »

Bonjour, j'ai l'impression que j'ai un problème avec mon fichier action.ids, apparemment il manquerait des codes d'action (entre autres, je reçois souvent (dans TOB) des messages comme quoi il trouve pas AddXP2DA, j'ai aussi eu une erreur avec weidu quand j'ai voulu installer un mod)

Mon fichier présente le contenu suivant :
90
0 NoAction()
1 ActionOverride(O:Actor*,A:Action*)
(.... je vous fais grâce de toute la liste :p ....)
322 FakeEffectExpiryCheck(O:Object*,I:Ticks*)
323 CreateCreatureImpassableAllowOverlap(S:NewObject*,P:Location*,I:Face*)
324 SetBeenInPartyFlags()
(fin du fichier)
peut-être pourriez-vous m'indiquer les lignes manquantes pour que je les rajoute ?
Mathrim Cauthon
Statut : Hors ligne
.

Message par Mathrim Cauthon »

Essaye avec cette copie là (attention les yeux...):

Code : Tout sélectionner

90

0 NoAction()

1 ActionOverride(O:Actor*,A:Action*)

2 AddWayPoint(P:WayPoint*)

3 Attack(O:Target*)

7 CreateCreature(S:NewObject*,P:Location*,I:Face*)

8 Dialogue(O:Object*)

8 Dialog(O:Object*)

9 DropItem(S:Object*,P:Location*)

10 Enemy()

13 FindTraps()

15 GiveItem(S:Object*,O:Target*)

17 Help()

18 Hide()

19 JoinParty()

21 LeaveParty()

22 MoveToObject(O:Target*)

23 MoveToPoint(P:Point*)

24 Panic()

25 PickPockets(O:Target*)

26 PlaySound(S:Sound*)

27 ProtectPoint(P:Target*,I:Range*)

28 RemoveTraps(O:Trap*)

29 RunAwayFrom(O:Creature*,I:Time*)

30 SetGlobal(S:Name*,S:Area*,I:Value*)

31 Spell(O:Target*,I:Spell*Spell)

33 Turn()

34 UseItem(S:Object*,O:Target*)

34 UseItemSlot(O:Target*,I:Slot*SLOTS)

36 Continue()

38 Swing()

39 Recoil()

40 PlayDead(I:Time*)

47 Formation(O:Leader*,P:Offset*)

48 JumpToPoint(P:Target*)

49 MoveViewPoint(P:Target*,I:ScrollSpeed*Scroll)

50 MoveViewObject(O:Target*,I:ScrollSpeed*Scroll)

51 ClickLButtonPoint(P:Target*,I:ScrollSpeed*Scroll)

52 ClickLButtonObject(O:Target*,I:ScrollSpeed*Scroll)

53 ClickRButtonPoint(P:Target*,I:ScrollSpeed*Scroll)

54 ClickRButtonObject(O:Target*,I:ScrollSpeed*Scroll)

55 DoubleClickLButtonPoint(P:Target*,I:ScrollSpeed*Scroll)

56 DoubleClickLButtonObject(O:Target*,I:ScrollSpeed*Scroll)

57 DoubleClickRButtonPoint(P:Target*,I:ScrollSpeed*Scroll)

58 DoubleClickRButtonObject(O:Target*,I:ScrollSpeed*Scroll)

59 MoveCursorPoint(P:Target*,I:ScrollSpeed*Scroll)

60 ChangeAIScript(S:ScriptFile*,I:Level*Scrlev)

61 StartTimer(I:ID*,I:Time*)

62 SendTrigger(O:Target*,I:TriggerNum*)

63 Wait(I:Time*)

64 UndoExplore()

65 Explore()

66 DayNight(I:TimeOfDay*Time)

67 Weather(I:Weather*Weather)

68 CallLightning(O:Target*)

69 SetArmorLevel(I:level*)

69 SetArmourLevel(I:level*)

69 VEquip(I:item*)

70 NIDSpecial1()

71 NIDSpecial2()

72 NIDSpecial3()

73 NIDSpecial4()

74 NIDSpecial5()

75 NIDSpecial6()

76 NIDSpecial7()

77 NIDSpecial8()

78 NIDSpecial9()

79 NIDSpecial10()

80 NIDSpecial11()

81 NIDSpecial12()

82 CreateItem(S:ResRef*,I:Usage1*,I:Usage2*,I:Usage3*)

83 SmallWait(I:Time*)

84 Face(I:Direction*)

85 RandomWalk()

86 SetInterrupt(I:State*Boolean)

87 ProtectObject(O:Target*,I:Range*)

91 LeaveArea(S:Area*,P:Point*,I:Face*)

92 SelectWeaponAbility(I:WeaponNum*Slots,I:AbilityNum*)

95 SpellPoint(P:Target*,I:Spell*Spell)

96 Rest()

97 UseItemPoint(S:Item,P:Target*,I:Ability*)

97 UseItemPointSlot(P:Target*,I:Slot*)

98 AttackNoSound(O:Target*)

100 RandomFly()

102 MoraleSet(O:Target*,I:Morale*)

103 MoraleInc(O:Target*,I:Morale*)

104 MoraleDec(O:Target*,I:Morale*)

105 AttackOneRound(O:Target*)

106 Shout(I:ID*SHOUTIDS)

107 MoveToOffset(P:Offset*)

108 EscapeArea()

109 IncrementGlobal(S:Name*,S:Area*,I:Value*)

110 LeaveAreaLUA(S:Area*,S:Parchment*,P:Point*,I:Face*)

111 DestroySelf()

113 ForceSpell(O:Target,I:Spell*Spell)

114 ForceSpellPoint(P:Target,I:Spell*Spell)

115 SetGlobalTimer(S:Name*,S:Area*,I:Time*GTimes)

116 TakePartyItem(S:Item*)

117 TakePartyGold(I:Amount*)

118 GivePartyGold(I:Amount*)

118 GivePartyGoldOnMe(I:Amount*)

119 DropInventory()

120 StartCutScene(S:CutScene*)

121 StartCutSceneMode()

122 EndCutSceneMode()

123 ClearAllActions()

125 Deactivate(O:Object*)

126 Activate(O:Object*)

127 CutSceneId(O:Object*)

128 AnkhegEmerge()

129 AnkhegHide()

130 RandomTurn()

131 Kill(O:Object*)

132 VerbalConstant(O:Object*,I:Constant*soundOff)

133 ClearActions(O:Object*)

134 AttackReevaluate(O:Target*,I:ReevaluationPeriod*)

135 LockScroll()

136 UnlockScroll()

137 StartDialog(S:DialogFile*,O:Target*)

137 StartDialogue(S:DialogFile*,O:Target*)

138 SetDialog(S:DialogFile*)

138 SetDialogue(S:DialogFile*)

139 PlayerDialog(O:Target*)

139 PlayerDialogue(O:Target*)

140 GiveItemCreate(S:ResRef*,O:Object*,I:Usage1*,I:Usage2*,I:Usage3*)

141 GivePartyGoldGlobal(S:Name*,S:Area*)

143 OpenDoor(O:Object*)

144 CloseDoor(O:Object*)

145 PickLock(O:Object*)

146 Polymorph(I:AnimationType*Animate)

147 RemoveSpell(I:Spell*Spell)

149 EquipMostDamagingMelee()

150 StartStore(S:Store*,O:Target*)

151 DisplayString(O:Object*,I:StrRef*)

152 ChangeAIType(O:Object*)

153 ChangeAllegiance(O:Object*,I:Value*EA)

153 ChangeEnemyAlly(O:Object*,I:Value*EA)

154 ChangeGeneral(O:Object*,I:Value*General)

155 ChangeRace(O:Object*,I:Value*Race)

156 ChangeClass(O:Object*,I:Value*Class)

157 ChangeSpecifics(O:Object*,I:Value*Specific)

158 ChangeGender(O:Object*,I:Value*Gender)

159 ChangeAlignment(O:Object*,I:Value*Align)

160 ApplySpell(O:Target,I:Spell*Spell)

161 IncrementChapter(S:RESREF*)

162 ReputationSet(I:Reputation*)

163 ReputationInc(I:Reputation*)

164 AddExperienceParty(I:XP*)

165 AddExperiencePartyGlobal(S:Name*,S:Area*)

166 SetNumTimesTalkedTo(I:Num*)

167 StartMovie(S:ResRef*)

168 Interact(O:Object*)

169 DestroyItem(S:ResRef*)

170 RevealAreaOnMap(S:ResRef*)

171 GiveGoldForce(I:Amount*)

172 ChangeTileState(O:Tile*,I:State*Boolean)

173 AddJournalEntry(I:STRREF*,I:Type*JourType)

174 EquipRanged()

175 SetLeavePartyDialogFile()

175 SetLeavePartyDialogueFile()

176 EscapeAreaDestroy(I:Delay*)

177 TriggerActivation(O:Object*,I:State*Boolean)

178 BreakInstants()

179 DialogInterrupt(I:State*Boolean)

179 DialogueInterrupt(I:State*Boolean)

180 MoveToObjectFollow(O:Object*)

181 ReallyForceSpell(O:Target,I:Spell*Spell)

182 MakeUnselectable(I:Time*)

183 MultiPlayerSync()

184 RunAwayFromNoInterrupt(O:Creature*,I:Time*)

185 SetMasterArea(S:Name*)

186 EndCredits()

187 StartMusic(I:Slot*,I:Flags*MFLAGS)

188 TakePartyItemAll(S:Item*)

189 LeaveAreaLUAPanic(S:Area*,S:Parchment*,P:Point*,I:Face*)

190 SaveGame(I:Slot*)

191 SpellNoDec(O:Target*,I:Spell*Spell)

192 SpellPointNoDec(P:Target*,I:Spell*Spell)

193 TakePartyItemRange(S:Item*)

194 ChangeAnimation(S:ResRef*)

195 Lock(O:Object*)

196 Unlock(O:Object*)

197 MoveGlobal(S:Area*,O:Object*,P:Point*)

198 StartDialogueNoSet(O:Object*)

198 StartDialogNoSet(O:Object*)

199 TextScreen(S:TextList*)

200 RandomWalkContinuous()

201 DetectSecretDoor(O:Object*)

202 FadeToColor(P:Point*,I:Blue*)

203 FadeFromColor(P:Point*,I:Blue*)

204 TakePartyItemNum(S:ResRef*,I:Num*)

207 MoveToPointNoInterrupt(P:Point*)

208 MoveToObjectNoInterrupt(O:Object*)

209 SpawnPtActivate(O:Object*)

210 SpawnPtDeactivate(O:Object*)

211 SpawnPtSpawn(O:Object*)

212 GlobalShout(I:ID*SHOUTIDS)

215 FollowObjectFormation(O:Object*,I:Formation*,I:Position*)

216 AddFamiliar()

217 RemoveFamiliar()

218 PauseGame()

219 ChangeAnimationNoEffect(S:ResRef*)

220 TakeItemListParty(S:ResRef*)

221 SetMoraleAI(I:Morale*MoraleAI)

222 IncMoraleAI(I:Morale*)

223 DestroyAllEquipment()

224 GivePartyAllEquipment()

225 MoveBetweenAreas(S:Area*,P:Location*,I:Face*)

226 TakeItemListPartyNum(S:twodaResRef*,I:Num*)

227 CreateCreatureObject(S:CreResRef*,O:Object*,I:Usage1*,I:Usage2*,I:Usage3*)

228 CreateCreatureImpassable(S:NewObject*,P:Location*,I:Face*)

108 EscapeAreaMove(S:Area*,I:X*,I:Y*,I:Face*)

229 FaceObject(O:Object*)

230 RestParty()

231 CreateCreatureDoor(S:NewObject*,P:Location*,I:Face*)

232 CreateCreatureObjectDoor(S:ResRef*,O:Object*,I:Usage1*,I:Usage2*,I:Usage3*)

233 CreateCreatureObjectOffScreen(S:ResRef*,O:Object*,I:Usage1*,I:Usage2*,I:Usage3*)

234 MoveGlobalObjectOffScreen(O:Object*,O:Target*)

235 SetQuestDone(I:STRREF*)

236 StorePartyLocations()

237 RestorePartyLocations()

238 CreateCreatureOffScreen(S:ResRef*,I:Face*)

239 MoveToCenterOfScreen(I:NotInterruptableFor*)

240 ReallyForceSpellDead(O:Target,I:Spell*Spell)

242 Ally()

243 RestNoSpells()

244 SaveLocation(S:Area*,S:Global*,P:Point*)

245 SaveObjectLocation(S:Area*,S:Global*,O:Object*)

246 CreateCreatureAtLocation(S:GLOBAL*,S:Area*,S:ResRef*)

247 SetToken(S:Token*,I:STRREF*)

248 SetTokenObject(S:Token*,O:Object)

249 SetGabber(O:Object)

250 CreateCreatureObjectCopy(S:ResRef*,O:Object*,I:Usage1*,I:Usage2*,I:Usage3*)

251 HideAreaOnMap(S:ResRef*)

252 CreateCreatureObjectOffset(S:ResRef*,O:Object*,P:Offset*)

253 ContainerEnable(O:Object,I:Bool*BOOLEAN)

254 ScreenShake(P:Point*,I:Duration*)

255 AddGlobals(S:Name*,S:Name2*)

256 CreateItemNumGlobal(S:Global*,S:Area*,S:ResRef*)

256 CreateItemGlobal(S:Global*,S:Area*,S:ResRef*)

257 PickUpItem(S:ResRef*)

258 FillSlot(I:Slot*SLOTS)

259 AddXPObject(O:Object*,I:XP*)

260 DestroyGold(I:Gold*)

261 SetHomeLocation(P:Point*)

262 DisplayStringNoName(O:Object*,I:StrRef*)

263 EraseJournalEntry(I:STRREF*)

263 RemoveJournalEntry(I:STRREF*)

264 CopyGroundPilesTo(S:ResRef*,P:Location*)

265 DialogueForceInterrupt(O:Object*)

265 DialogForceInterrupt(O:Object*)

266 StartDialogInterrupt(S:DialogFile*,O:Target*)

266 StartDialogueInterrupt(S:DialogFile*,O:Target*)

267 StartDialogueNoSetInterrupt(O:Object*)

267 StartDialogNoSetInterrupt(O:Object*)

268 RealSetGlobalTimer(S:Name*,S:Area*,I:Time*GTimes)

269 DisplayStringHead(O:Object*,I:StrRef*)

270 PolymorphCopy(O:Object*)

271 VerbalConstantHead(O:Object*,I:Constant*soundOff)

272 CreateVisualEffect(S:Object*,P:Location*)

273 CreateVisualEffectObject(S:DialogFile*,O:Target*)

274 AddKit(I:Kit*KIT)

225 MoveBetweenAreasEffect(S:Area*,S:Graphic*,P:Location*,I:Face*)

227 CreateCreatureObjectEffect(S:ResRef*,S:Graphic*,O:Object*)

250 CreateCreatureObjectCopyEffect(S:ResRef*,S:Graphic*,O:Object*)

275 StartCombatCounter()

276 EscapeAreaNoSee()

277 EscapeAreaObject(O:Object*)

277 EscapeAreaObjectMove(S:ResRef*,O:Object*,I:X*,I:Y*,I:Face*)

278 TakeItemReplace(S:Give*,S:Take*,O:Object*)

279 AddSpecialAbility(S:ResRef*)

280 DestroyAllDestructableEquipment()

281 RemovePaladinHood()

282 RemoveRangerHood()

285 PolymorphCopyBase(O:Object*)

286 HideGUI()

287 UnhideGUI()

288 SetName(I:STRREF*)

289 AddSuperKit(I:Kit*KIT)

290 PlayDeadInterruptable(I:Time*)

290 PlayDeadInterruptible(I:Time*)

291 MoveGlobalObject(O:Object*,O:Target*)

292 DisplayStringHeadOwner(S:Item*,I:STRREF*)

293 StartDialogOverride(S:DialogFile*,O:Target*)

294 StartDialogOverrideInterrupt(S:DialogFile*,O:Target*)

295 CreateCreatureCopyPoint(S:ResRef*,O:Object*,P:Dest*)

296 BattleSong()

297 MoveToSavedLocation(S:GLOBAL*,S:Area*)

297 MoveToSavedLocationn(S:GLOBAL*,S:Area*)

298 ApplyDamage(O:Object*,I:Amount*,I:Type*DMGTYPE)

299 BanterBlockTime(I:Time*)

300 BanterBlockFlag(I:State*Boolean)

301 AmbientActivate(O:Object*,I:State*BOOLEAN)

302 AttachTransitionToDoor(S:GLOBAL*,O:Object*)

303 DeathMatchPositionGlobal(S:Areaname*,P:Dest*,I:Player*)

304 DeathMatchPositionArea(S:Areaname*,P:Dest*,I:Player*)

305 DeathMatchPositionLocal(S:Areaname*,P:Dest*,I:Player*)

306 ApplyDamagePercent(O:Object*,I:Amount*,I:Type*DMGTYPE)

307 SG(S:Name*,I:Num*)

308 AddMapNote(P:Position*,I:StringRef*)

309 DemoEnd()

310 MoveGlobalsTo(S:FromArea*,S:ToArea*,P:Location*)

311 DisplayStringWait(O:Object*,I:StrRef*)

312 StateOverrideTime(I:Time*)

313 StateOverrideFlag(I:State*Boolean)

314 SetRestEncounterProbabilityDay(I:Prob*)

315 SetRestEncounterProbabilityNight(I:Prob*)

316 SoundActivate(O:Object*,I:State*BOOLEAN)

317 PlaySong(I:Song*)

318 ForceSpellRange(O:Target,I:Spell*Spell)

319 ForceSpellPointRange(P:Target,I:Spell*Spell)

320 SetPlayerSound(O:Object*,I:STRREF*,I:SlotNum*SNDSLOT)

321 SetAreaRestFlag(I:CanRest*)

322 FakeEffectExpiryCheck(O:Object*,I:Ticks*)

323 CreateCreatureImpassableAllowOverlap(S:NewObject*,P:Location*,I:Face*)

324 SetBeenInPartyFlags()

325 GoToStartScreen()

326 ExitPocketPlane()

327 AddXP2DA(S:Column*)

328 RemoveMapNote(P:Position*,I:STRREF*)

330 AddAreaType(I:Type*AREATYPE)

331 RemoveAreaType(I:Type*AREATYPE)

332 AddAreaFlag(I:Type*AREAFLAG)

333 RemoveAreaFlag(I:Type*AREAFLAG)

334 StartDialogNoName(S:DialogFile*,O:Target*)

335 SetTokenGlobal(S:GLOBAL*,S:Area*,S:Token*)

336 MakeGlobal()

337 ReallyForceSpellPoint(P:Target*,I:Spell*Spell)

338 SetCutSceneLite(I:BOOL*BOOLEAN)

338 CutAllowScripts(I:BOOL*BOOLEAN)

338 SetCursorState(I:BOOL*BOOLEAN)

339 SwingOnce()

31 SpellRES(S:RES*,O:Target*)

95 SpellPointRES(S:RES*,P:Target*)

113 ForceSpellRES(S:RES*,O:Target)

114 ForceSpellPointRES(S:RES*,P:Target)

160 ApplySpellRES(S:RES*,O:Target)

181 ReallyForceSpellRES(S:RES*,O:Target)

191 SpellNoDecRES(S:RES*,O:Target*)

192 SpellPointNoDecRES(S:RES*,P:Target*)

240 ReallyForceSpellDeadRES(S:RES*,O:Target)

318 ForceSpellRangeRES(S:RES*,O:Target)

319 ForceSpellPointRangeRES(S:RES*,P:Target)

337 ReallyForceSpellPointRES(S:RES*,P:Target*)

342 DisplayStringHeadDead(O:Object*,I:StrRef*)

343 MoveToExpansion()

344 StartRainNow()

345 SetSequence(I:Sequence*SEQ)

346 DisplayStringNoNameHead(O:Object*,I:StrRef*)

347 SetEncounterProbability(S:FromArea*,S:ToArea*,I:Probability*)

348 SetupWish(I:Column*,I:Count*)

349 SetupWishObject(O:Creature*,I:Count*)

350 LeaveAreaLUAEntry(S:Area*,S:Entry*,P:Point*,I:Face*)

351 LeaveAreaLUAPanicEntry(S:Area*,S:Entry*,P:Point*,I:Face*)

Haldir
Statut : Hors ligne
.

Message par Haldir »

Salut, qqun peut me copier le fichier TRIGGER.IDS ? thanks !
Mathrim Cauthon
Statut : Hors ligne
.

Message par Mathrim Cauthon »

C'est parti.

Code : Tout sélectionner

50

0x0001 Acquired(S:ResRef*)

0x0002 AttackedBy(O:Object*,I:Style*AStyles)

0x0003 Help(O:Object*)

0x0004 Joins(O:Object*)

0x0005 Leaves(O:Object*)

0x0006 ReceivedOrder(O:Object*,I:Order ID*)

0x0007 Said(O:Object*,I:Dialog ID*)

0x0008 TurnedBy(O:Object*)

0x0009 Unusable(S:ResRef*)

0x400a Alignment(O:Object*,I:Alignment*Align)

0x400b Allegiance(O:Object*,I:Allegience*EA)

0x400c Class(O:Object*,I:Class*Class)

0x400d Exists(O:Object*)

0x400e General(O:Object*,I:General*General)

0x400f Global(S:Name*,S:Area*,I:Value*)

0x4010 HP(O:Object*,I:Hit Points*)

0x4011 HPGT(O:Object*,I:Hit Points*)

0x4012 HPLT(O:Object*,I:Hit Points*)

0x4013 LOS(O:Object*,I:Range*)

0x4014 Morale(O:Object*,I:Morale*)

0x4015 MoraleGT(O:Object*,I:Morale*)

0x4016 MoraleLT(O:Object*,I:Morale*)

0x4017 Race(O:Object*,I:Race*Race)

0x4018 Range(O:Object*,I:Range*)

0x4018 Range(O:Object*,I:Range*)

0x4019 Reputation(O:Object*,I:Reputation*)

0x401a ReputationGT(O:Object*,I:Reputation*)

0x401b ReputationLT(O:Object*,I:Reputation*)

0x401c See(O:Object*)

0x401d Specifics(O:Object*,I:Specifics*Specific)

0x401e Time(I:Time*Time)

0x401f TimeOfDay(I:Time Of Day*TimeODay)

0x0020 HitBy(O:Object*,I:DameType*Damages)

0x0021 HotKey(I:Key*HotKey)

0x0022 TimerExpired(I:ID*)

0x4023 True()

0x0024 Trigger(I:TriggerNum*)

0x0025 Die()

0x0026 TargetUnreachable(O:Object*)

0x4027 Delay(I:Delay*)

0x4028 NumCreature(O:Object*,I:Number*)

0x4029 NumCreatureLT(O:Object*,I:Number*)

0x402a NumCreatureGT(O:Object*,I:Number*)

0x402b ActionListEmpty()

0x402c HPPercent(O:Object*,I:Hit Points*)

0x402d HPPercentLT(O:Object*,I:Hit Points*)

0x402e HPPercentGT(O:Object*,I:Hit Points*)

0x002f Heard(O:Object*,I:ID*SHOUTIDS)

0x4030 False()

0x4031 HaveSpell(I:Spell*Spell)

0x4032 HaveAnySpells()

0x0033 BecameVisible()

0x4034 GlobalGT(S:Name*,S:Area*,I:Value*)

0x4035 GlobalLT(S:Name*,S:Area*,I:Value*)

0x0036 OnCreation()

0x4037 StateCheck(O:Object*,I:State*State)

0x4038 NotStateCheck(O:Object*,I:State*State)

0x4039 NumTimesTalkedTo(I:Num*)

0x403a NumTimesTalkedToGT(I:Num*)

0x403b NumTimesTalkedToLT(I:Num*)

0x4039 NumTimesSpokenTo(I:Num*)

0x403a NumTimesSpokenGT(I:Num*)

0x403b NumTimesSpokenLT(I:Num*)

0x403c Reaction(O:Object*,I:Value*Reaction)

0x403d ReactionGT(O:Object*,I:Value*Reaction)

0x403e ReactionLT(O:Object*,I:Value*Reaction)

0x403f GlobalTimerExact(S:Name*,S:Area*)

0x4040 GlobalTimerExpired(S:Name*,S:Area*)

0x4041 GlobalTimerNotExpired(S:Name*,S:Area*)

0x4042 PartyHasItem(S:Item*)

0x4043 InParty(O:Object*)

0x4044 CheckStat(O:Object*,I:Value*,I:StatNum*Stats)

0x4045 CheckStatGT(O:Object*,I:Value*,I:StatNum*Stats)

0x4046 CheckStatLT(O:Object*,I:Value*,I:StatNum*Stats)

0x4047 RandomNum(I:Range*,I:Value*)

0x4048 RandomNumGT(I:Range*,I:Value*)

0x4049 RandomNumLT(I:Range*,I:Value*)

0x004a Died(O:Object*)

0x004b Killed(O:Object*)

0x004c Entered(O:Object*)

0x404d Gender(O:Object*,I:Sex*Gender)

0x404e PartyGold(I:Amount*)

0x404f PartyGoldGT(I:Amount*)

0x4050 PartyGoldLT(I:Amount*)

0x4051 Dead(S:Name*)

0x0052 Opened(O:Object*)

0x0053 Closed(O:Object*)

0x0054 Detected(O:Object*)

0x0055 Reset(O:Object*)

0x0056 Disarmed(O:Object*)

0x0057 Unlocked(O:Object*)

0x4058 OutOfAmmo()

0x4059 NumTimesInteracted(I:NPC*NPC,I:Num*)

0x405a NumTimesInteractedGT(I:NPC*NPC,I:Num*)

0x405b NumTimesInteractedLT(I:NPC*NPC,I:Num*)

0x005c BreakingPoint()

0x005d PickPocketFailed(O:Object*)

0x005e StealFailed(O:Object*)

0x005f DisarmFailed(O:Object*)

0x0060 PickLockFailed(O:Object*)

0x4061 HasItem(S:ResRef*,O:Object*)

0x4062 InteractingWith(O:Object*)

0x4063 InWeaponRange(O:Object*)

0x4064 HasWeaponEquiped(O:Object*)

0x4065 Happiness(O:Object*,I:Amount*Happy)

0x4066 HappinessGT(O:Object*,I:Amount*Happy)

0x4067 HappinessLT(O:Object*,I:Amount*Happy)

0x4068 TimeGT(I:Time*Time)

0x4069 TimeLT(I:Time*Time)

0x406a NumInParty(I:Num*)

0x406b NumInPartyGT(I:Num*)

0x406c NumInPartyLT(I:Num*)

0x406d UnselectableVariable(I:Num*)

0x406e UnselectableVariableGT(I:Num*)

0x406f UnselectableVariableLT(I:Num*)

0x0070 Clicked(O:Object*)

0x4039 NumberOfTimesTalkedTo(I:Num*)

0x4071 NumDead(S:Name*,I:Num*)

0x4072 NumDeadGT(S:Name*,I:Num*)

0x4073 NumDeadLT(S:Name*,I:Num*)

0x4074 Detect(O:Object*)

0x4075 Contains(S:ResRef*,O:Object*)

0x4076 OpenState(O:Object*,I:Open*BOOLEAN)

0x4077 NumItems(S:ResRef*,O:Object*,I:Num*)

0x4078 NumItemsGT(S:ResRef*,O:Object*,I:Num*)

0x4079 NumItemsLT(S:ResRef*,O:Object*,I:Num*)

0x407a NumItemsParty(S:ResRef*,I:Num*)

0x407b NumItemsPartyGT(S:ResRef*,I:Num*)

0x407c NumItemsPartyLT(S:ResRef*,I:Num*)

0x407d IsOverMe(O:Object*)

0x407e AreaCheck(S:ResRef*)

0x407f HasItemEquiped(S:ResRef*,O:Object*)

0x4080 NumCreatureVsParty(O:Object*,I:Number*)

0x4081 NumCreatureVsPartyLT(O:Object*,I:Number*)

0x4082 NumCreatureVsPartyGT(O:Object*,I:Number*)

0x4083 CombatCounter(I:Number*)

0x4084 CombatCounterLT(I:Number*)

0x4085 CombatCounterGT(I:Number*)

0x4086 AreaType(I:Number*AREATYPE)

0x0087 TrapTriggered(O:Triggerer*)

0x0088 PartyMemberDied(O:Object*)

0x4089 OR(I:OrCount*)

0x4090 InPartySlot(O:Object*,I:Slot*)

0x0091 SpellCastObject(O:Object*,I:Spell*Spell)

0x4092 InLine(S:Target*,O:Object*)

0x0093 PartyRested()

0x4094 Level(O:Object*,I:Level*)

0x4095 LevelGT(O:Object*,I:Level*)

0x4096 LevelLT(O:Object*,I:Level*)

0x0097 Summoned(O:Object*)

0x4098 GlobalsEqual(S:Name1*,S:Name2*)

0x4099 GlobalsGT(S:Name1*,S:Name2*)

0x409a GlobalsLT(S:Name1*,S:Name2*)

0x409b LocalsEqual(S:Name1*,S:Name2*)

0x409c LocalsGT(S:Name1*,S:Name2*)

0x409d LocalsLT(S:Name1*,S:Name2*)

0x409e ObjectActionListEmpty(O:Object*)

0x409f OnScreen(O:Object*)

0x40a0 InActiveArea(O:Object*)

0x00a1 SpellCastOnMe(O:Caster*,I:Spell*Spell)

0x40a2 CalanderDay(I:Day*)

0x40a3 CalanderDayGT(I:Day*)

0x40a4 CalanderDayLT(I:Day*)

0x40a5 Name(S:Name*,O:Object*)

0x00a6 SpellCastPriest(O:Object*,I:Spell*Spell)

0x00a7 SpellCastInnate(O:Object*,I:Spell*Spell)

0x40a8 IsValidForPartyDialog(O:Object*)

0x40a8 IfValidForPartyDialog(O:Object*)

0x40a8 IsValidForPartyDialogue(O:Object*)

0x40a8 IfValidForPartyDialogue(O:Object*)

0x40a9 PartyHasItemIdentified(S:ResRef*)

0x40b0 HasBounceEffects(O:Object*)

0x40b1 HasImmunityEffects(O:Object*)

0x40b2 HasItemSlot(O:Object*,I:Slot*SLOTS)

0x40b3 PersonalSpaceDistance(O:Object*,I:Range*)

0x40b4 InMyGroup(O:Object*)

0x40b5 RealGlobalTimerExact(S:Name*,S:Area*)

0x40b6 RealGlobalTimerExpired(S:Name*,S:Area*)

0x40b7 RealGlobalTimerNotExpired(S:Name*,S:Area*)

0x40b8 NumInPartyAlive(I:Num*)

0x40b9 NumInPartyAliveGT(I:Num*)

0x40ba NumInPartyAliveLT(I:Num*)

0x40bb Kit(O:Object*,I:Kit*KIT)

0x40bc IsGabber(O:Object*)

0x40bd IsActive(O:Object*)

0x40be CharName(S:Name*,O:Object*)

0x40bf FallenRanger(O:Object*)

0x40c0 FallenPaladin(O:Object*)

0x40c1 InventoryFull(O:Object*)

0x40c2 HasItemEquipedReal(S:ResRef*,O:Object*)

0x40c3 XP(O:Object*,I:XP)

0x40c4 XPGT(O:Object*,I:XP)

0x40c5 XPLT(O:Object*,I:XP)

0x40c6 G(S:ResRef*,I:Num*)

0x40c7 GGT(S:ResRef*,I:Num*)

0x40c8 GLT(S:ResRef*,I:Num*)

0x40c9 ModalState(I:State*MODAL)

0x40cb InMyArea(O:Object*)

0x00cc TookDamage()

0x40cd DamageTaken(I:Amount*)

0x40ce DamageTakenGT(I:Amount*)

0x40cf DamageTakenLT(I:Amount*)

0x40d0 Difficulty(I:Amount*DIFFLEV)

0x40d1 DifficultyGT(I:Amount*DIFFLEV)

0x40d2 DifficultyLT(I:Amount*DIFFLEV)

0x40d3 InPartyAllowDead(O:Object*)

0x40d4 AreaCheckObject(S:ResRef*,O:Object*)

0x40d5 ActuallyInCombat()

0x00d6 WalkedToTrigger(O:Object*)

0x40d7 LevelParty(I:Num*)

0x40d8 LevelPartyGT(I:Num*)

0x40d9 LevelPartyLT(I:Num*)

0x40da HaveSpellParty(I:Spell*Spell)

0x4031 HaveSpellRES(S:Spell*)

0x40db AmIInWatchersKeepPleaseIgnoreTheLackOfApostophe()

0x40db InWatchersKeep()

0x400d SpellCast(O:Spell*)
Répondre

Retourner vers « La Taverne d'Amkethran (Baldur's Gate 2) »

Qui est en ligne

Utilisateurs parcourant ce forum : Aucun utilisateur enregistré et 10 invités