CamDawg Posted March 27, 2005 Share Posted March 27, 2005 From BD: Two bugs are fixed by this file: The first bug occurred due to there being two ways to get into this place: either to kill the mage Perth The Adept and take his Wardstone, or for the protagonist to speak to the Pirate Lord Desharik and convince him of the protagonists' (or a party member's) insanity. The problem occurred when the protagonist both refused the Pirate Lord's admittance after speaking to him and also obtained the Wardstone; variables would sometimes be set indicating that the protagonist both had the Wardstone and was sent by the Pirate Lord simultaneously, which confused the script. Upon opening the front door the Wardstone would disappear, there was no one there to greet the protagonist, the inner doors were unpickably locked, and the petrification trap on the bridge the protagonist arrived on would now be active without the Wardstone, so the protagonist would be stuck and the game could not be finished. I added some missing variable checks to the initialization of this area that resolved this condition. On entering Spellhold the plot should continue no matter what the method or path chosen to arrive. *** NOTE: If you are currently experiencing this bug and saved while inside the Spellhold lobby, just leave and return to resume the plotline. Also, the bug of certain characters being duplicated in the Asylum existed prior to and was not caused by this edited script. It may be fixed by me in future if it is not addressed by the developers, but is minor compared to the game-killer this fix resolves. The second bug was caused by using the Wardstone to gain entry, and then attacking Irenicus' co-ordinator guise. This is supposed to cause him to disappear and appear in his real form, but depending on the force of the attack, sometimes he would disappear and then talk to the protagonist from the lab without actually dimension-dooring in. Thus the game would count him as not having appeared. When the Spellhold maze was completed, the same area would be entered, and the game, noticing that Irenicus hadn't appeared yet and that he had been attacked, would cause him to appear. However his dialog would now be that of when the protagonist is stuck in the jar, and the whole sequence would partially "loop" ending with the protagonist stuck in the jar and the game unfinishable. // asylum script bugs COPY_EXISTING ~ar1515.BCS~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~Global("ppattackedJon","GLOBAL",1)~ ~Global("ppattackedJon","GLOBAL",1) Global("WackoArmy","GLOBAL",0)~ REPLACE_TEXTUALLY ~Global("PPdeshSend","GLOBAL",0)~ ~OR(2) Global("PPdeshSend","GLOBAL",0) Global("PirateRefused","GLOBAL",1)~ COMPILE_BAF_TO_BCS Link to comment
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