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[10:28:31] <Lightkey> http://forum.baldursgate.com/discussion/comment/565436/#Comment_565436 oh, October 2014, must have missed that
[10:28:34] <Seniorita> All you wanted to know about the “Adventure Y” - Page 13 - Baldur's Gate Forums
[11:01:14] <lynxlynxlynx> bg3
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[13:34:30] <Seniorita> [commit] lynxlynxlynx: don't wipe old mc flags when dualclassing https://github.com/gemrb/gemrb/commit/c1eaf632b83297d9b2ea01196f8f2755d526dff0
[13:36:29] <Seniorita> [commit] lynxlynxlynx: GameControl::SetGUIHidden: disabled spammy debug messages https://github.com/gemrb/gemrb/commit/c77f38cffb8f44e08d490c530db4419787622854
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[16:52:50] <Driim> Does anybody know where statdesc.2da that GetPlayerStates documentation refers to? Background, two of my characters have status diseased even though they are healed (strength seems to be back to normal though)
[16:54:58] <Driim> I can find none within gemrb files or the installations of bg1 or iwd.
[17:03:54] <lynxlynxlynx> healing does not remove diseases
[17:04:05] <lynxlynxlynx> you need the remove disease spell or the real Heal
[17:04:33] <lynxlynxlynx> it's possible whatever hit you uses permanent timing on the effect too
[17:04:52] <lynxlynxlynx> ctrl-m on the actor to see a debug dump
[17:05:11] <lynxlynxlynx> you should have a State:Diseased somewhere in the list
[17:05:24] <lynxlynxlynx> or at least one for the icon
[17:06:01] <lynxlynxlynx> statdesc.2da just links the status icon font to effect names
[17:07:54] <Driim> I've used paladin remove disease ability and paid for cure disease in a temple, none remove the icon.
[17:08:30] <Driim> Other disease was from a mummy, the other was something else, but can't remember what.
[17:33:40] <lynxlynxlynx> yeah, so it's probably permanent
[17:33:52] <lynxlynxlynx> does the dump show a source?
[17:36:25] <brada> there are permanent diseasees? o_O
[17:37:17] <brada> i thought “permanant” simply meant “does not automatically expire” but is cureable
[17:42:05] <Driim> brada: my thoughts as well
[17:42:26] <Driim> lynx: how to get debug dump of a character?
[17:42:42] <brada> Driim: he said ctrl+m
[17:42:52] <brada> probably with mouse over the actor
[17:43:39] <Driim> Ah yes, Don't know how I missed that.
[17:48:25] <lynxlynxlynx> effects can be non-dispellable too
[17:48:42] <lynxlynxlynx> it's not a timing type though
[17:49:06] <Driim> the other disease has hung around for 15-20 game days
[17:49:19] <lynxlynxlynx> can't do anything about it unless we find the source of the effect
[17:49:22] <Driim> nothing of the disease on the effect queue at least
[17:49:27] <lynxlynxlynx> it's likely just a data bug
[17:49:39] <lynxlynxlynx> can you pastebin it?
[17:50:03] <Driim> Wait, there was something
[17:50:41] <Driim> nevermind, it was mummy's tea in the inventory =) Which did nothing btw
[17:52:37] <lynxlynxlynx> http://www.gemrb.org/wiki/lib/exe/fetch.php?t=1403719169&w=500&h=340&tok=ebc9c3&media=engine:states-overview.png
[17:52:44] <lynxlynxlynx> you see #7 ?
[17:52:51] <Driim> http://pastebin.com/Yv1Zn3Dz Cropped out the inventories and spells of both afflicted
[17:52:52] <Seniorita> [Actor/DEBUG]: Debugdump of Actor Elen (Elen, Elen): Scripts: <none> <none> < - Pastebin.com
[17:54:00] <Driim> They're redder, more like #68
[17:54:35] <lynxlynxlynx> 2: 0x8e: Icon:Display (0, 7) S: <-- 7 :P
[17:55:09] <lynxlynxlynx> S: is where the spell resref would be printed
[17:55:32] <lynxlynxlynx> do you know which mummy did this?
[17:56:47] <Driim> For the ranger, in ar3503
[17:57:31] <Driim> for the thief... can't remember, much, much earlier.
[17:58:32] <Driim> there were two mummies in that area.
[18:00:53] <lynxlynxlynx> the trick is to find them, ctrl-m them to see their scripts
[18:01:08] <lynxlynxlynx> those will then contain the "spells" they force on you
[18:03:15] <Driim> Ok, I don't have a save there, I will have to check a bit later
[18:04:03] <lynxlynxlynx> you can just load anything earlier than that or even start a new game, then just teleport to the area
[18:04:29] <lynxlynxlynx> mta("areaname") is the handy shortcut
[18:11:26] <Driim> http://pastebin.com/4pSt4W9q
[18:11:28] <Seniorita> [Actor/DEBUG]: Debugdump of Actor Mummy (Mummy, Mummy): Scripts: <none> <none> - Pastebin.com
[18:13:52] <Driim> ctrl-r removes the disease, but that probably was expected
[18:15:36] <lynxlynxlynx> Scripts: <none> <none> <none> <none> <none> <none> gnmmg3g <none>
[18:16:29] <lynxlynxlynx> gnmmg3g does nothing special (it can drink potions, hah!)
[18:16:42] <lynxlynxlynx> i guess the weapon has on-hit effects
[18:16:51] <Driim> well, a mummy is likely to be parched.
[18:17:04] <lynxlynxlynx> Script name:mummy1
[18:17:14] <lynxlynxlynx> this is what you can use to find the actual file
[18:19:19] <lynxlynxlynx> hmm, none have that set, i guess it's embedded in the area
[18:20:01] <lynxlynxlynx> but the normal mummy's weapon also has disease attached, let's see
[18:20:13] <lynxlynxlynx> that's mum1-12.itm btw
[18:21:22] <lynxlynxlynx> yep, permanent timing
[18:21:28] <lynxlynxlynx> also marked as non-magical
[18:22:13] <lynxlynxlynx> fx_cure_diseased_state should probably just also try to remove the icon effect
[18:22:31] <lynxlynxlynx> we probably have state check that ensure you can be only diseased with one type
[18:22:38] <lynxlynxlynx> but got to go
[18:25:05] <Driim> If I recall correctly, cure disease did remove the strength penalty, just not the icon or state on the record.
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[20:31:35] <lynxlynxlynx> it did for sure, since that's part of the disease opcode
[20:31:58] <lynxlynxlynx> the icon effect is the same thing that appears in the record display
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[22:14:42] <lynxlynxlynx> hmpf, iwd2 has pretty wierd action ordering
[22:14:54] <lynxlynxlynx> something is fishy
[22:23:22] <Seniorita> [commit] lynxlynxlynx: fx_cure_diseased_state: also remove the state icon https://github.com/gemrb/gemrb/commit/058a588c5e9cbd8036c078f0b8ba67fee17b9b79
[22:23:23] <Seniorita> [commit] lynxlynxlynx: SpellCore: handle iwd2's LastMarkedSpell https://github.com/gemrb/gemrb/commit/5e9a0018edada764e1a0470a88de741333a5a3e7
[22:31:58] <brada> im wondering… is it a design faux pas in C++ to use multiple inheritance for implementing an interface?
[22:32:43] <brada> i cant think of a “claner” method that doesnt involve duplicating implementation code
[22:34:02] <lynxlynxlynx> don't look at me
[22:35:19] * brada pokes fuzzie
[22:35:28] * brada aslo wjp
[22:38:02] <fuzzie> well
[22:38:24] <fuzzie> MI in C++ is full of traps, so it is best to avoid entirely
[22:38:37] <fuzzie> but if it has any legitimate use-case at all, it is for interfaces :)
[22:39:13] <brada> im used to Objective-C so i get a little lost when desiging C++ code he he
[22:41:17] <lynxlynxlynx> watcha designing?
[22:43:01] <brada> planning some kind of text editing interface so we can share implementation between TextEdits and TextAreas
[22:44:57] <brada> ora nything else that wants to edit strings i suppose
[22:45:27] <lynxlynxlynx> i can't think of anything else
[22:47:24] <lynxlynxlynx> maybe we could get away with converting all textedits to textareas and just merging the extra attributes
[22:47:40] <lynxlynxlynx> it's just a single line ta with no scrollbar
[22:48:40] <brada> yeah, isnt that how the original works?
[22:48:55] <brada> i know we change TAs to TEs in the guiscript anyway
[22:49:21] <brada> so that might be a better choice
[22:49:29] <lynxlynxlynx> that's more likely due to never having supported editing tas
[22:49:33] <brada> ill look at that as an option too
[22:49:52] <lynxlynxlynx> all this bio and tot stuff is pretty recent
[22:50:17] <lynxlynxlynx> you need a textedit to get through chargen, so it must've been added early
[22:55:16] <brada> well iesdp says ther is an actual TE control
[22:55:32] <brada> so probably better off to keep it around
[23:12:44] <lynxlynxlynx> why?
[23:14:53] <brada> simplicity?
[23:15:12] <brada> ill look closer at it later
[23:31:39] <brada> hmmm this does look like a feasible solution.
[23:31:51] <brada> im always for solutions that result in less code
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[23:39:02] <lynxlynxlynx> :)
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