Coran and the Wyverns problem
#1 Guest_top1terra1girl_*
Posted 15 August 2009 - 07:15 AM
#4
Posted 18 August 2009 - 11:50 PM
Aurora (new release!) * BG1 NPC * Gnomes * Haiass * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Wherefore do ye toil; is it not that ye may live and be happy? And if ye toil only that ye may toil more,
when shall happiness find you?" -H.P. Lovecraft, The Quest of Iranon
#5
Posted 19 August 2009 - 06:00 AM
...and here is Ascension64's comment:
http://forums.pocketplane.net/index.php/to....html#msg319247
Checking the project code now:
/* Create Coran's Wyverns */
COPY_EXISTING ~%tutu_var%WYVERN.CRE~ ~override/X#CORWYV.CRE~
WRITE_ASCII 0x280 ~X#CoranWyvern~ #32
BUT_ONLY_IF_IT_CHANGES
/* put them in the Cave */
COPY_EXISTING ~%CloakwoodWyverns_WyvernCave%.ARE~ ~override~
READ_LONG 0x54 actors_off
READ_SHORT 0x58 actors_num
FOR (i = 0; i < %actors_num%; i += 1) BEGIN
READ_ASCII (%actors_off% + %i% * 0x110 + 0x80) actor_resref
PATCH_IF !(%actor_resref% STRING_COMPARE_CASE "WYVERN") BEGIN
WRITE_ASCII (%actors_off% + %i% * 0x110 + 0x80) X#CORWYV (8)
END
END
BUT_ONLY_IF_IT_CHANGES
/* Changing Coran's old leaving timer */
COPY_EXISTING ~%CORAN_BCS%.bcs~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY CASE_INSENSITIVE
~GlobalTimerExpired("Coran","GLOBAL")~ ~False()~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES
err... hmmm. I susupect that he is referring to
PATCH_IF !(%actor_resref% STRING_COMPARE_CASE "WYVERN") BEGIN
that might need to incorporate the _wyvern resref. Checking (again) - I tested this with a code snippet and might not have gotten it moved over. I'll check with Ascension64, too.
Something else is failing, too, though - bg1npc falses out the trigger calling on Coran to leave. Perhaps we left out the related dialog? looking...
hmmm again. Here's the code.
/* Coran and his Wyverns */
/*wyverns fix */
REPLACE_TRIGGER_TEXT %CORAN_JOINED% ~[dD][eE][aA][dD](\"[wW][yY][vV][eE][rR][nN]\")~ ~Dead("X#CoranWyvern")~
/* Replacing Globals in Coran's Wyvern Misadventure */
REPLACE_STATE_TRIGGER %CORAN_JOINED% 6 ~Global("X#CoranWyvernWarning1","GLOBAL",1)~
REPLACE_TRANS_ACTION %CORAN_JOINED% BEGIN 6 END BEGIN END ~SetGlobal("CoranWyvern","GLOBAL",1)~ ~SetGlobal("X#CoranWyvernWarning1","GLOBAL",2)~
REPLACE_STATE_TRIGGER %CORAN_JOINED% 5 ~Global("X#CoranWyvernWarning2","GLOBAL",1)~
REPLACE_TRANS_ACTION %CORAN_JOINED% BEGIN 5 END BEGIN END ~SetGlobal("CoranWyvern","GLOBAL",2)~ ~SetGlobal("X#CoranWyvernWarning2","GLOBAL",2)~
#6
Posted 19 August 2009 - 06:26 AM
#7
Posted 19 August 2009 - 09:06 PM
cmorgan, on Aug 19 2009, 10:00 AM, said:
that might need to incorporate the _wyvern resref.
Aurora (new release!) * BG1 NPC * Gnomes * Haiass * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Wherefore do ye toil; is it not that ye may live and be happy? And if ye toil only that ye may toil more,
when shall happiness find you?" -H.P. Lovecraft, The Quest of Iranon
#8
Posted 20 August 2009 - 06:33 AM
Patching the existing base resource means everyone else inherits the changes (or blows them away). So this way, the resource is cloned, changed, and patched into the area as a new resource.
Confirming, using Tiamon's last posted build of NI in his PPG forum thread + clean vanilla latest version of Macready's EasyTutu_ToB,
FW4501.ARE has 5 actors, 3 = baby wyvern and 2 = wyvern.
Actor "wyvern" has a name of "wyvern" and a .cre reference of _WYVERN.CRE
_WYVERN.CRE = dv wyvern
But that does not make sense to me. I must not be understanding something.
I thought this code was reading the entry in the area file, which is Wyvern, which I thought was the dv... if that is the case, then it should be picking it up and changing it. Hold on...
er... ok, out of time for today. Will try rechecking an install tomorrow.
#9
Posted 20 August 2009 - 08:00 AM
cmorgan, on Aug 19 2009, 04:00 PM, said:
that might need to incorporate the _wyvern resref. Checking (again) - I tested this with a code snippet and might not have gotten it moved over. I'll check with Ascension64, too.
READ_ASCII (%actors_off% + %i% * 0x110 + 0x80) actor_resref
PATCH_IF !("%actor_resref%" STRING_COMPARE_CASE "%tutu_var%WYVERN") BEGIN
WRITE_ASCII (%actors_off% + %i% * 0x110 + 0x80) X#CORWYV #8
END
#10
Posted 20 August 2009 - 05:33 PM
cmorgan, on Aug 20 2009, 10:33 AM, said:
Quote
Aurora (new release!) * BG1 NPC * Gnomes * Haiass * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Wherefore do ye toil; is it not that ye may live and be happy? And if ye toil only that ye may toil more,
when shall happiness find you?" -H.P. Lovecraft, The Quest of Iranon
#11
Posted 21 August 2009 - 03:29 PM
The NI read of the entry in the area file says the actor is called "Wyvern". It is only after clicking on it that the resource _WYVERN.CRE opens...
is this
READ_ASCII (%actors_off% + %i% * 0x110 + 0x80) actor_resref
picking up the dv, or the .cre? Which one of these is linked in the area file here?
I do see that the IESDP shows
0x0080 = 8 (resref) = CRE file. What i am not sure about is what happens when we have
0x0000 32 (char array) Name = Wyvern
but we have
0x0080 = 8 (resref) = CRE = X#CORWYV
and a DV of X#CoranWyvern
#12
Posted 21 August 2009 - 03:56 PM
cmorgan, on Aug 21 2009, 04:29 PM, said:
READ_ASCII (%actors_off% + %i% * 0x110 + 0x80) actor_resref
picking up the dv, or the .cre? Which one of these is linked in the area file here?
The reason why the variable is not being updated when the wyvern is killed is because this code is failing to replace the existing wyvern with the one with the custom DV when installed on Tutu.
Quote
#13
Posted 17 September 2009 - 01:41 PM
/* Create Coran's Wyverns */
COPY_EXISTING ~%tutu_var%WYVERN.CRE~ ~override/X#CORWYV.CRE~
WRITE_ASCII 0x280 ~X#CoranWyvern~ #32
BUT_ONLY_IF_IT_CHANGES
/* put them in the Cave */
COPY_EXISTING ~%CloakwoodWyverns_WyvernCave%.ARE~ ~override~
READ_LONG 0x54 actors_off
READ_SHORT 0x58 actors_num
FOR (i = 0; i < %actors_num%; i += 1) BEGIN
READ_ASCII (%actors_off% + %i% * 0x110 + 0x80) actor_resref
PATCH_IF !("%actor_resref%" STRING_COMPARE_CASE "%tutu_var%WYVERN") BEGIN
WRITE_ASCII (%actors_off% + %i% * 0x110 + 0x80) X#CORWYV #8
END
END
BUT_ONLY_IF_IT_CHANGES 09.17.2009 v18docs
<li> <a href="http://forums.gibberlings3.net/index.php?s=&showtopic=18104&view=findpost&p=156884"> Wisp's repairs to Coran's Wyverns Address </a></li>
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