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Xzar dialog loop


Guest Guest_Michael_*

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Guest Guest_Michael_*
Posted

When the party picks up the completed mental ring, Xzar launches into a dialog about charming Montaron. This "Xzar plays with the ring and then exclaims joy about charming Monty" sequence repeats ad infinitum. Since Montaron was dead, I thought that might be the problem, so I consoled in a new Monty. He does get hit with the charm spell, but the loop problem remains.

Posted

Well, let's take a look.

 

can you tell me what the global "X#XzarCharmMontaron" value is? That will tell us both what to set for you, and what we need to track down and repair regarding this firing when one of the participants is dead!

 

Search "X#XzarCharmMontaron" (22 hits in 4 files)

E:\BG1NPC_Workspace\bg1npc-v17\bg1npc\bg1npc_docs\bg1npcvarindex.htm (1 hits)

Line 18557: <td>X#XzarCharmMontaron</td>

E:\BG1NPC_Workspace\bg1npc-v17\bg1npc\phase2\baf\x#xzdqu.baf (10 hits)

Line 187: Global("X#XzarCharmMontaron","GLOBAL",0)

Line 188: Global("X#XzarCharmMontaron","GLOBAL",4)

Line 194: IncrementGlobal("X#XzarCharmMontaron","GLOBAL",1)

Line 203: Global("X#XzarCharmMontaron","GLOBAL",1)

Line 204: Global("X#XzarCharmMontaron","GLOBAL",5)

Line 216: Global("X#XzarCharmMontaron","GLOBAL",6)

Line 219: SetGlobal("X#XzarCharmMontaron","GLOBAL",7)

Line 227: Global("X#XzarCharmMontaron","GLOBAL",7)

Line 239: Global("X#XzarCharmMontaron","GLOBAL",2)

Line 243: SetGlobal("X#XzarCharmMontaron","GLOBAL",3)

E:\BG1NPC_Workspace\bg1npc-v17\bg1npc\phase2\baf\x#xzdr2.baf (1 hits)

Line 11: SetGlobal("X#XzarCharmMontaron","GLOBAL",4)

E:\BG1NPC_Workspace\bg1npc-v17\bg1npc\phase2\dlg\x#xzqu.d (10 hits)

Line 180: IF WEIGHT #-2 ~%BGT_VAR% Global("X#XzarCharmMontaron","GLOBAL",1)~ THEN BEGIN MontyCharming1

Line 183: IF ~~ THEN DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",2)~ EXIT

Line 312: IF WEIGHT #-2 ~%BGT_VAR% Global("X#XzarCharmMontaron","GLOBAL",7)~ THEN BEGIN AfterCharm

Line 314: ++ @78 DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",8)~ + XZACHRM1.1

Line 315: ++ @79 DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",8)~ + XZACHRM1.2

Line 316: ++ @80 DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",8)~ + XZACHRM1.3

Line 317: ++ @81 DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",8)~ + XZACHRM1.4

Line 431: CHAIN IF ~%BGT_VAR% OR(2) Global("X#XzarCharmMontaron","GLOBAL",5) Global("X#XzarCharmMontaron","GLOBAL",1)~ THEN ~%XZAR_JOINED%~ XzarCharmMonty2

Line 431: CHAIN IF ~%BGT_VAR% OR(2) Global("X#XzarCharmMontaron","GLOBAL",5) Global("X#XzarCharmMontaron","GLOBAL",1)~ THEN ~%XZAR_JOINED%~ XzarCharmMonty2

Line 435: DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",6)~ EXIT

 

If you want to skip the whole sequence and move on, just set X#XzarCharmMontaron to a number higher than 8. But if you have the time, we can get you running again.

 

For future fixing, we check for Xzar being ok, but not mMortaron, so we will need to fix some stuff;

 

in x#xzdqu.baf, the following entries need to be updated with secific checks for Montaron. We need to check ReallyForceSpellRES("SPWI104","montaron") against CD_STATE_NOTVALID usage; I think we are ok, but we had better check. We do not want Monty popping a S_NV in the middle of things.

Guest Guest_Michael_*
Posted
Well, let's take a look.

 

can you tell me what the global "X#XzarCharmMontaron" value is? That will tell us both what to set for you, and what we need to track down and repair regarding this firing when one of the participants is dead!

 

Search "X#XzarCharmMontaron" (22 hits in 4 files)

E:\BG1NPC_Workspace\bg1npc-v17\bg1npc\bg1npc_docs\bg1npcvarindex.htm (1 hits)

Line 18557: <td>X#XzarCharmMontaron</td>

E:\BG1NPC_Workspace\bg1npc-v17\bg1npc\phase2\baf\x#xzdqu.baf (10 hits)

Line 187: Global("X#XzarCharmMontaron","GLOBAL",0)

Line 188: Global("X#XzarCharmMontaron","GLOBAL",4)

Line 194: IncrementGlobal("X#XzarCharmMontaron","GLOBAL",1)

Line 203: Global("X#XzarCharmMontaron","GLOBAL",1)

Line 204: Global("X#XzarCharmMontaron","GLOBAL",5)

Line 216: Global("X#XzarCharmMontaron","GLOBAL",6)

Line 219: SetGlobal("X#XzarCharmMontaron","GLOBAL",7)

Line 227: Global("X#XzarCharmMontaron","GLOBAL",7)

Line 239: Global("X#XzarCharmMontaron","GLOBAL",2)

Line 243: SetGlobal("X#XzarCharmMontaron","GLOBAL",3)

E:\BG1NPC_Workspace\bg1npc-v17\bg1npc\phase2\baf\x#xzdr2.baf (1 hits)

Line 11: SetGlobal("X#XzarCharmMontaron","GLOBAL",4)

E:\BG1NPC_Workspace\bg1npc-v17\bg1npc\phase2\dlg\x#xzqu.d (10 hits)

Line 180: IF WEIGHT #-2 ~%BGT_VAR% Global("X#XzarCharmMontaron","GLOBAL",1)~ THEN BEGIN MontyCharming1

Line 183: IF ~~ THEN DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",2)~ EXIT

Line 312: IF WEIGHT #-2 ~%BGT_VAR% Global("X#XzarCharmMontaron","GLOBAL",7)~ THEN BEGIN AfterCharm

Line 314: ++ @78 DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",8)~ + XZACHRM1.1

Line 315: ++ @79 DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",8)~ + XZACHRM1.2

Line 316: ++ @80 DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",8)~ + XZACHRM1.3

Line 317: ++ @81 DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",8)~ + XZACHRM1.4

Line 431: CHAIN IF ~%BGT_VAR% OR(2) Global("X#XzarCharmMontaron","GLOBAL",5) Global("X#XzarCharmMontaron","GLOBAL",1)~ THEN ~%XZAR_JOINED%~ XzarCharmMonty2

Line 431: CHAIN IF ~%BGT_VAR% OR(2) Global("X#XzarCharmMontaron","GLOBAL",5) Global("X#XzarCharmMontaron","GLOBAL",1)~ THEN ~%XZAR_JOINED%~ XzarCharmMonty2

Line 435: DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",6)~ EXIT

 

If you want to skip the whole sequence and move on, just set X#XzarCharmMontaron to a number higher than 8. But if you have the time, we can get you running again.

 

For future fixing, we check for Xzar being ok, but not mMortaron, so we will need to fix some stuff;

 

in x#xzdqu.baf, the following entries need to be updated with secific checks for Montaron. We need to check ReallyForceSpellRES("SPWI104","montaron") against CD_STATE_NOTVALID usage; I think we are ok, but we had better check. We do not want Monty popping a S_NV in the middle of things.

Guest Guest_Michael_*
Posted

Sorry about the last message, I sent it without my answer *duh*. I'll try to be a little more timely about answering in the future. RL intruding on gametime and all that.

 

X#XzarCharmMontaron is set to 5. Just in case it's useful, below is the installed Weidu log.

 

 

// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #0 // Assign a kit to Ajantis? -> Ajantis: Cavalier

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #7 // Assign a kit to Dynaheir? -> Dynaheir: Specialist Mage

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #9 // Assign a kit to Edwin? -> Edwin: Specialist Mage

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #13 // Assign a kit to Faldorn? -> Faldorn: Avenger

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #17 // Assign a kit to Garrick? -> Garrick: Jester

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #21 // Assign a kit to Imoen? -> Imoen: Swashbuckler

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #27 // Assign a kit to Khalid? -> Khalid: Wizard Slayer

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #29 // Assign a kit to Kivan? -> Kivan: Archer

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #35 // Assign a kit to Safana? -> Safana: Assassin

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #38 // Assign a kit to Shar-Teel? -> Shar-Teel: Barbarian

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #45 // Assign a kit to Xan? -> Xan: Specialist Mage

~SETUP-EASYTUTUNPCKITS.TP2~ #0 #47 // Assign a kit to Xzar? -> Xzar: Specialist Mage

~SETUP-TUTUSOUNDS.TP2~ #0 #0 // Casting Sounds -> Restored BG1 Casting Sounds And Special Effects

~SETUP-TUTUSOUNDS.TP2~ #0 #2 // Restored BG1 Combat Sounds

~TXTMUSIC/TXTMUSIC.TP2~ #0 #0 // Restored Textscreen Music for BG1TuTu, EasyTutu, and BGT-WeiDU

~SETUP-BW_HERBS.TP2~ #0 #0 // Herbs and Potions Add-in (BG1 / BG1Tutu / BGT) v1.0.1 by Baronius

~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v3

~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v3

~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v3

~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v3

~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v3

~SETUP-LOSTITEMS.TP2~ #0 #0 // Lost Items

~SETUP-LOSTITEMS.TP2~ #0 #2 // Monk +3 AC and +1 THAC0 Bonus

~SETUP-LOSTITEMS.TP2~ #0 #4 // Viconia has 18 WIS

~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 4.1

~SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v9

~SETUP-TGC1E.TP2~ #0 #0 // The Grey Clan Episode One: In Candlelight, BG1TUTU edition v1.11 -> Normal edition

~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v17

~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v17

~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v17

~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v17

~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v17

~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v17

~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v17

~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v17

~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v17

~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v17

~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v17

~BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders.: v17

~BG1NPC.TP2~ #0 #19 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts in the Cloakwood Forest.: v17

~BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival.: v17

~BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost.: v17

~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script.: v17

~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v17

~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v17

~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5

~IMPROVEDBAMS/IMPROVEDBAMS.TP2~ #0 #0 // Improved Inventory BAMs

~MIXMOD/MIXMOD.TP2~ #0 #0 // WARNING

~MIXMOD/MIXMOD.TP2~ #0 #3 // Increased Ammo Stacks -> Increase Ammo by 100%

~MIXMOD/MIXMOD.TP2~ #0 #10 // Increased Gem and Jewelry Stacking -> Increase Gem and Jewelry by 100%

~MIXMOD/MIXMOD.TP2~ #0 #17 // Increased Potion Stacking -> Increase Potion by 100%

~MIXMOD/MIXMOD.TP2~ #0 #24 // Increased Scroll Stacking -> Increase Scroll by 100%

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v7

~FORBSTWEAKS/SETUP-FORBSTWEAKS.TP2~ #0 #1001 // Restore Taerom Ankheg Shell Exploit: 1.0

~FORBSTWEAKS/SETUP-FORBSTWEAKS.TP2~ #0 #1002 // Taerom Will Make Unlimited Ankheg Armors: 1.0

Posted

OK, then, the safest thing for your game is to set it to 8 and move on.

 

 

 

This block,

IF %BGT_VAR%
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
OR(2)
Global("X#XzarCharmMontaron","GLOBAL",1)
Global("X#XzarCharmMontaron","GLOBAL",5)
THEN
RESPONSE #100
StartDialogueNoSet(Player1)
END

is infinitely looping. Moving it to 6 will stop that - but it isn't, because of a mis-ordering of the transition...

 

Technically, if you have an alive, ok, joined Monatron, it should be firing this banter:

CHAIN IF ~%BGT_VAR% OR(2) Global("X#XzarCharmMontaron","GLOBAL",5) Global("X#XzarCharmMontaron","GLOBAL",1)~ THEN ~%XZAR_JOINED%~ XzarCharmMonty2
@109
== ~%MONTARON_JOINED%~ @110
== ~%XZAR_JOINED%~ @111
DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",6)~ EXIT

 

but the action to set the global is way down the CHAIN, thus making it never set (the CHAIN fails because it is looking for Montaron's joined dialog file, but the game does not have that assigned - so it kicks out immediately).

 

More permanent fixes:

 

Yep, STATE_NOTVALID and CD_STATE_NOTVALID include charmed. So... back to older stuff, and let's add a check for Montaron being dead, and let's move those actions to the top of the CHAIN.

 

In x#xzdqu.baf, starting at line 179 and ending at line 257, re-edited blocks now look like this:

/* Xzar Charms Montaron */
IF %BGT_VAR%
!AreaCheck("%EBaldursGate_SorcerousSundries_L1%")
PartyHasItem("X#XZRING")
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InParty("montaron")
!StateCheck("montaron",STATE_DEAD)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
OR(2)
Global("X#XzarCharmMontaron","GLOBAL",0)
Global("X#XzarCharmMontaron","GLOBAL",4)
THEN
RESPONSE #100
GiveItem("X#XZRING","xzar")
DisplayStringHead(Myself,@0)
IncrementGlobal("X#XzarCharmMontaron","GLOBAL",1)
END

IF %BGT_VAR%
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
InParty("montaron")
!StateCheck("montaron",STATE_DEAD)
OR(2)
Global("X#XzarCharmMontaron","GLOBAL",1)
Global("X#XzarCharmMontaron","GLOBAL",5)
THEN
RESPONSE #100
StartDialogueNoSet(Player1)
END

/* triggered dialog state has no reference to Montaron's dialog file, so no need to check him */
IF %BGT_VAR%
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
Global("X#XzarCharmMontaron","GLOBAL",6)
THEN
RESPONSE #100
SetGlobal("X#XzarCharmMontaron","GLOBAL",7)
END

/* dialog state has no reference to Montaron's dialog file, so no need to check him */
IF
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
Global("X#XzarCharmMontaron","GLOBAL",7)
THEN
RESPONSE #100
StartDialogueNoSet(Player1)
END

/* Intro of Cutscene */
IF %BGT_VAR%
Global("X#XzarCharmMontaron","GLOBAL",2)
InParty("xzar")
!StateCheck("xzar",CD_STATE_NOTVALID)
InMyArea(Player1)
!StateCheck(Player1,CD_STATE_NOTVALID)
InParty("montaron")
!StateCheck("montaron",STATE_DEAD)
THEN
RESPONSE #100
ClearAllActions()
SetGlobal("X#XzarCharmMontaron","GLOBAL",3)
StartCutSceneMode()
StartCutScene("X#XZDR2")
END

In related x#xqu.d, lines 431 - 435, reordered:

CHAIN IF ~%BGT_VAR% OR(2) Global("X#XzarCharmMontaron","GLOBAL",5) Global("X#XzarCharmMontaron","GLOBAL",1)~ THEN ~%XZAR_JOINED%~ XzarCharmMonty2
@109
DO ~SetGlobal("X#XzarCharmMontaron","GLOBAL",6)~
== ~%MONTARON_JOINED%~ @110
== ~%XZAR_JOINED%~ @111
EXIT

I think that should take care of it, but if someone has time for a runthrough with these changes (and Montaron dead/removed from the party just before the sequence), it would be a good idea to see if we have caught all the loopholes.

 

changes integrated into pre-release v18, 07/15/2009

 

 

for docs:

 

<li><a href="http://forums.gibberlings3.net/index.php?showtopic=17721">Xzar and Montaron Charming Scene: Montaron's attempting to speak while dead fixed. </a> </li>

Guest Guest_Michael_*
Posted

Thanks for the quick reply and setting the global to 8 did the trick for moving the game along.

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