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Accuracy of poison notification

Posted: Tue Nov 15, 2011 8:42 pm
by Luke
Am I remembering incorrectly or does the current notification for being poisoned switch the places of nauseous and disoriented? I remember it being "nauseous and disoriented" but the current message is "disoriented and nauseous". Have I lost my mind? Does anyone else remember?

Re: Accuracy of poison notification

Posted: Tue Nov 15, 2011 9:09 pm
by Faust
Well let's take a look at the original code... the case for the switch/select statement would be 0x02.

Code: Select all

void Q5JB(object victim, integer strength)
{
  Q4FG = getCurHP(victim);
  switch(strength)
  {
  case 0x01:
    actionBark(victim, 0x21, "* You feel a bit nauseous... *", "* " + getName(victim) + " looks ill. *");
    Q42Y = Q4FG / 0x14;
    break;
  case 0x02:
    actionBark(victim, 0x21, "* You feel disoriented and nauseous! *", "* " + getName(victim) + " looks extremely ill. *");
    Q42Y = Q4FG / 0x0F;
    Q4R0 = 0x0A;
    break;
  case 0x03:
    actionBark(victim, 0x21, "* You begin to feel pain throughout your body! *", "* " + getName(victim) + " stumbles around in confusion and pain. *");
    Q42Y = Q4FG / 0x08;
    Q4R0 = 0x0A;
    break;
  case 0x04:
    actionBark(victim, 0x21, "* You feel extremely weak and are in severe pain! *", "* " + getName(victim) + " is wracked with extreme pain. *");
    Q42Y = Q4FG / 0x04;
    Q4R0 = 0x05;
    break;
  case 0x05:
    actionBark(victim, 0x21, "* You are in extreme pain, and require immediate aid! *", "* " + getName(victim) + " begins to spasm uncontrollably. *");
    Q42Y = Q4FG / 0x02;
    Q4R0 = 0x05;
    break;
  }
  return();
}

Re: Accuracy of poison notification

Posted: Tue Nov 15, 2011 9:38 pm
by Luke
Well I don't trust anything regarding UOSA to be "original" so I thought I would bring it up. I found both versions on internet searches (though the majority was as you say). Thanks.

Re: Accuracy of poison notification

Posted: Tue Nov 15, 2011 11:27 pm
by Naljier
glad this game breaking issue was settled