web2air Posted April 21, 2007 Share Posted April 21, 2007 I believe I found very minor bug. When you complete Bard stronghold quest very successfully, getting a harp and highest EXP, Global BardPlot1 is set 25. Meck, who delievers messages from Higold, then does not show up again at all. But he shows up if you complete this quest less successfully with less EXP. So I checked AR0523.BCS and found one condition is missing for his new version to come out. The Original is: IF OR(3) Global("BardPlot1","GLOBAL",30) Global("BardPlot1","GLOBAL",20) !Global("PlayerAttackedActors","GLOBAL",1) Global("HereComesMeck","AR0523",0) THEN RESPONSE #100 SetGlobal("HereComesMeck","AR0523",1) CreateCreature("bdgoph02",[288.1115],0) // 멕 END Should be: IF OR(3) Global("BardPlot1","GLOBAL",30) Global("BardPlot1","GLOBAL",25) Global("BardPlot1","GLOBAL",20) !Global("PlayerAttackedActors","GLOBAL",1) Global("HereComesMeck","AR0523",0) THEN RESPONSE #100 SetGlobal("HereComesMeck","AR0523",1) CreateCreature("bdgoph02",[288.1115],0) // 멕 END Very minor bug because you do not need him at all after finishing the quest. But I just found it and wanted to report here~ Link to comment
devSin Posted April 22, 2007 Share Posted April 22, 2007 It also doesn't look like the player should get money from the playhouse if they sell it to Higgold? Link to comment
CamDawg Posted April 26, 2007 Share Posted April 26, 2007 Selling it sets BardPlotOn to 6, keeping it sets BarPlotOn to 5. All of the money scripting blocks are predicated on 5, so the money looks fine. Just extended the bottom of ar0523.bcs with this for v4: IF Global("BardPlot1","GLOBAL",25) !Global("PlayerAttackedActors","GLOBAL",1) Global("HereComesMeck","AR0523",0) THEN RESPONSE #100 SetGlobal("HereComesMeck","AR0523",1) CreateCreature("bdgoph02",[288.1115],0) // Meck END Link to comment
devSin Posted April 26, 2007 Share Posted April 26, 2007 Selling it sets it to 6, but then it just goes to a state that sets it to 5, no (everything ends up at State 156)? Link to comment
CamDawg Posted April 26, 2007 Share Posted April 26, 2007 Heh, oh yeah. Fixed in d: // player still receives profits from playhouse even if sold to higgold // move setglobal from here... EXTEND_BOTTOM ~bdhigg01~ 156 IF ~~ THEN DO ~SetGlobal("ReturnToPositions","AR0523",1)~ EXIT END // ... to here ADD_TRANS_ACTION ~bdhigg01~ BEGIN 154 END BEGIN 1 END ~SetGlobal("BardPlotOn","GLOBAL",5)~ Link to comment
devSin Posted April 28, 2007 Share Posted April 28, 2007 Fat bug. If we change that, he'll repeat the huzzah speech (you can repeatedly milk him for 10K gold). We'd have to add !Global("BardPlotOn","GLOBAL",6) to States 140, 148, and 158, and change the trigger for State 166 to OR(2) Global("BardPlotOn","GLOBAL",5) Global("BardPlotOn","GLOBAL",6). It's up to you to decide if we're actually fixing something here. Meanwhile, in the ReturnToPositions code in Ar0523.bcs, Jenna is being sent to the wrong spot ([1301.453]). It should be ActionOverride("bdact03",MoveToPoint([1301.181])). Link to comment
devSin Posted April 29, 2007 Share Posted April 29, 2007 Final bug. The AR0522 script can leave the playhouse trans active for the last sequence. The GlobalTimerExpired("MeetHiggin6a","GLOBAL") !Global("Plot6Failed","AR0522",1) check should be extended with Global("BardPlot1","GLOBAL",40). Link to comment
CamDawg Posted July 2, 2007 Share Posted July 2, 2007 Alright, so the last bts to wrap this up. .d: // with bardploton properly going to 6, now need to exclude old triggers to prevent re-selling the playhouse ADD_STATE_TRIGGER ~bdhigg01~ 140 ~!Global("BardPlotOn","GLOBAL",6)~ ADD_STATE_TRIGGER ~bdhigg01~ 148 ~!Global("BardPlotOn","GLOBAL",6)~ ADD_STATE_TRIGGER ~bdhigg01~ 158 ~!Global("BardPlotOn","GLOBAL",6)~ REPLACE_STATE_TRIGGER ~bdhigg01~ 166 ~OR(6) Global("BardPlotOn","GLOBAL",5) Global("BardPlotOn","GLOBAL",6)~ tp2: // bard playhouse issues--transition can be left open COPY_EXISTING ~ar0522.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~GlobalTimerExpired("MeetHiggin6a","GLOBAL")~ ~GlobalTimerExpired("MeetHiggin6a","GLOBAL") Global("BardPlot1","GLOBAL",40)~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES // bard playhouse issues--jenna not going to proper spot, meck sometimes not appearing upon completion COPY_EXISTING ~ar0523.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~ActionOverride("bdact03",MoveToPoint(\[1301\.453\]))~ ~ActionOverride("bdact03",MoveToPoint([1301.181]))~ APPEND_FILE ~bg2fixpack/baf/ar0523.baf~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES Fixed for v4. Link to comment
devSin Posted July 2, 2007 Share Posted July 2, 2007 Looks sweet. I think you want the bdhigg 166 RST to use Or(2)? Link to comment
Guest Bard Playhouse Posted August 25, 2007 Share Posted August 25, 2007 I have a bug related to the Bard's Stronghold. I'm stuck on the part that the theatre gets invaded. That never happens. Looking ate the Clua's lines, The 'BardPlot1' is set to 19, the 'BardPlotOn' set to 0. Tried spawning the boy Meck, and even Higgold, but the event never goes on... Any help?? Link to comment
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