SimDing0 Posted January 10, 2005 Share Posted January 10, 2005 APPEND ~state.ids~ ~0x00000FC0 STATE_REALLY_DEAD~ ACTION_IF NOT FILE_EXISTS ~override/ar2812.bcs~ THEN BEGIN COPY ~scriptfix/blank.bcs~ ~override/ar2812.bcs~ END ACTION_IF NOT FILE_EXISTS ~override/rdog.bcs~ THEN BEGIN COPY ~scriptfix/blank.bcs~ ~override/rdog.bcs~ END ACTION_IF NOT FILE_EXISTS ~override/rdwarf.bcs~ THEN BEGIN COPY ~scriptfix/blank.bcs~ ~override/rdwarf.bcs~ END ACTION_IF NOT FILE_EXISTS ~override/retter.bcs~ THEN BEGIN COPY ~scriptfix/blank.bcs~ ~override/retter.bcs~ END ACTION_IF NOT FILE_EXISTS ~override/rgibbler.bcs~ THEN BEGIN COPY ~scriptfix/blank.bcs~ ~override/rgibbler.bcs~ END ACTION_IF NOT FILE_EXISTS ~override/rhalflin.bcs~ THEN BEGIN COPY ~scriptfix/blank.bcs~ ~override/rhalflin.bcs~ END ACTION_IF NOT FILE_EXISTS ~override/rhobgoba.bcs~ THEN BEGIN COPY ~scriptfix/blank.bcs~ ~override/rhobgoba.bcs~ END ACTION_IF NOT FILE_EXISTS ~override/rhobgobf.bcs~ THEN BEGIN COPY ~scriptfix/blank.bcs~ ~override/rhobgobf.bcs~ END ACTION_IF NOT FILE_EXISTS ~override/rkobold.bcs~ THEN BEGIN COPY ~scriptfix/blank.bcs~ ~override/rkobold.bcs~ END ACTION_IF NOT FILE_EXISTS ~override/rogre.bcs~ THEN BEGIN COPY ~scriptfix/blank.bcs~ ~override/rogre.bcs~ END ACTION_IF NOT FILE_EXISTS ~override/rsiren.bcs~ THEN BEGIN COPY ~scriptfix/blank.bcs~ ~override/rsiren.bcs~ END ACTION_IF NOT FILE_EXISTS ~override/rsirine.bcs~ THEN BEGIN COPY ~scriptfix/blank.bcs~ ~override/rsirine.bcs~ END COPY_EXISTING ~IDIOT01.BCS~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~OR(31)~ ~OR(30)~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES COPY_EXISTING ~VICG.BCS~ ~override~ ~VICG1.BCS~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~OR(4)~ ~OR(2)~ COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES COPY_EXISTING_REGEXP GLOB %.*\.bcs$% %override% DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY %Dead("yself)")% %StateCheck(Myself,STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("astSeenBy())")% %StateCheck(LastSeenBy(Myself),STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("astSeenBy(Myself))")% %StateCheck(LastSeenBy(Myself),STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("astHeardBy())")% %StateCheck(LastHeardBy(Myself),STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("astHeardBy(Myself))")% %StateCheck(LastHeardBy(Myself),STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("astTrigger)")% %StateCheck(LastTrigger,STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("astAttackerOf(")% %StateCheck(LastAttackerOf(Myself),STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("PC])")% %StateCheck([PC],STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("layer1)")% %StateCheck(Player1,STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("layer2)")% %StateCheck(Player2,STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("layer3)")% %StateCheck(Player3,STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("layer4)")% %StateCheck(Player4,STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("layer5)")% %StateCheck(Player5,STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %Dead("layer6)")% %StateCheck(Player6,STATE_REALLY_DEAD)% REPLACE_TEXTUALLY %ApplySpell("runrun",0)% %ApplySpellRES("runrun",Myself)% REPLACE_TEXTUALLY %AreaType(0)% %AreaType(OUTDOOR)% REPLACE_TEXTUALLY %AreaCheck("UTDOOR)")% %AreaType(OUTDOOR)% REPLACE_TEXTUALLY %CreateVisualEffectObject("yself","SPFLESHS")% %CreateVisualEffectObject("SPFLESHS",Myself)% REPLACE_TEXTUALLY %AddXP2DA("PLOT05C")% %AddXP2DA("PLOT5C")% REPLACE_TEXTUALLY %AddXP2DA("PLOT05B")% %AddXP2DA("PLOT5B")% REPLACE_TEXTUALLY %AddXP2DA("PLOT06E")% %AddXP2DA("PLOT6E")% REPLACE_TEXTUALLY %TakeItemReplace("DWDUST","DWCSW1H01"% %TakeItemReplace("DWDUST","DWSW1H01"% REPLACE_TEXTUALLY %"EFF_38"% %"EFF_M38"% REPLACE_TEXTUALLY %"ISC_03A"% %"EFF_M03"% REPLACE_TEXTUALLY %"ISC_15A"% %"EFF_P15"% REPLACE_TEXTUALLY %"ISC_15B"% %"EFF_P15"% REPLACE_TEXTUALLY %"MISC_02A"% %"EFF_P94"% REPLACE_TEXTUALLY %PlaySound("MONTR10")% %% REPLACE_TEXTUALLY %CreateCreatureObjectEffect("DEMOSUM1","SPPLOYMP",Myself)% %CreateCreatureObjectEffect("DEMOSUM1","SPPOLYMP",Myself)% REPLACE_TEXTUALLY %CreateCreatureObjectEffect("DEMSUC01","SPPLOYMP",Myself)% %CreateCreatureObjectEffect("DEMSUC01","SPPOLYMP",Myself)% REPLACE_TEXTUALLY %CreateCreatureObjectEffect("TELALU1","SPPLOYMP",Myself)% %CreateCreatureObjectEffect("TELALU1","SPPOLYMP",Myself)% REPLACE_TEXTUALLY %CreateVisualEffectObject("ANCALL",Myself)% %CreateVisualEffectObject("AMCALL",Myself)% REPLACE_TEXTUALLY %MoveBetweenAreasEffect("AR3015","SPDOOR"% %MoveBetweenAreasEffect("AR3015","SPDIMNDR"% REPLACE_TEXTUALLY %CreateVisualEffectObject("SPOWWRD",Player1)% %CreateVisualEffectObject("SPPOWWRD",Player1)% REPLACE_TEXTUALLY %CreateVisualEffect("SPMAGICH"% %CreateVisualEffect("ICMAGICH"% REPLACE_TEXTUALLY %CreateVisualEffectObject("ppireni1","SPDIMNDR")% %CreateVisualEffectObject("SPDIMNDR","ppireni1")% REPLACE_TEXTUALLY %ActionOverride("Imoen",SetDialog("None"))% %ActionOverride("Imoen",SetDialog(""))% REPLACE_TEXTUALLY %Dead("firkraag")% %Dead("firkra02")% REPLACE_TEXTUALLY %Dead("aran02")% %Dead("aran")% REPLACE_TEXTUALLY %MoveToObject("ammonk")% %MoveToObject("ammonk01")% REPLACE_TEXTUALLY %"Jaheria"% %"Jaheira"% REPLACE_TEXTUALLY %CreateVisualEffectObject("SPSTRENH","OilDoor")% %CreateVisualEffectObject("SPSTRENH","Door07")% REPLACE_TEXTUALLY %See("Player1")% %See(Player1)% REPLACE_TEXTUALLY %ActionOverride("Player2",Rest())% %ActionOverride(Player2,Rest())% REPLACE_TEXTUALLY %ActionOverride("Player3",Rest())% %ActionOverride(Player3,Rest())% REPLACE_TEXTUALLY %ActionOverride("Player4",Rest())% %ActionOverride(Player4,Rest())% REPLACE_TEXTUALLY %ActionOverride("Player5",Rest())% %ActionOverride(Player5,Rest())% REPLACE_TEXTUALLY %ActionOverride("Player6",Rest())% %ActionOverride(Player6,Rest())% REPLACE_TEXTUALLY %StateCheck("Player1",STATE_SLEEPING)% %StateCheck(Player1,STATE_SLEEPING)% REPLACE_TEXTUALLY %CreateCreature("dogre01",[-1.-1],0)% %CreateCreature("ogre01",[-1.-1],0)% REPLACE_TEXTUALLY %CreateVisualEffect("SPGFLSH"% %CreateVisualEffect("SPGFLSH1"% REPLACE_TEXTUALLY %Spell(Myself,WIZARD_LIGHTNING_BOLT)% %Spell(NearestEnemyOf(Myself),WIZARD_LIGHTNING_BOLT)% COMPILE_BAF_TO_BCS BUT_ONLY_IF_IT_CHANGES COPY_EXISTING ~hobarc02.cre~ ~override~ WRITE_ASCII 0x280 "hobarc02" COPY_EXISTING ~brus.cre~ ~override~ ~brus2.cre~ ~override~ WRITE_ASCII 0x280 "brus" COPY_EXISTING ~bodfgt01.cre~ ~override~ WRITE_ASCII 0x280 "bodfgt01" COPY_EXISTING ~bodfgt02.cre~ ~override~ WRITE_ASCII 0x280 "bodfgt02" COPY_EXISTING ~uddoor02.cre~ ~override~ WRITE_ASCII 0x280 "uddoor02" COPY_EXISTING ~pparan2.cre~ ~override~ WRITE_ASCII 0x280 "pparan2" COPY_EXISTING ~gerhardt.cre~ ~override~ WRITE_ASCII 0x280 "gerhardt" COPY_EXISTING ~mddust.cre~ ~override~ WRITE_ASCII 0x280 "DUSTMEP" COPY_EXISTING ~tolger2.cre~ ~override~ WRITE_ASCII 0x280 "tolger2" COPY_EXISTING ~cattig01.cre~ ~override~ WRITE_ASCII 0x280 "cattig01" COPY_EXISTING ~spidgi01.cre~ ~override~ WRITE_ASCII 0x280 "spidgi01" COPY_EXISTING ~wolfdi.cre~ ~override~ WRITE_ASCII 0x280 "wolfdi" Link to comment
SimDing0 Posted January 16, 2005 Author Share Posted January 16, 2005 These COULD go in the alpha, but I'm not sure where we stand on Death Variable changes, because they can potentially screw up mods. Link to comment
CamDawg Posted January 16, 2005 Share Posted January 16, 2005 If it's something where we're assigning a DV to a creature that doesn't have one, I don't think there will be much conflict. If it's a change in DV that's required, I'd rather alter the dlg or bcs files. Link to comment
CamDawg Posted February 24, 2005 Share Posted February 24, 2005 Included in alpha v2. Link to comment
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