NiGHTMARE Posted November 8, 2005 Share Posted November 8, 2005 BMTOWN4.cre - this halfling man actually has a name assigned to his .cre (Stanet), yet there are two of him in the Bridge District! GFTOWN02.cre - her dialogues with both Keldorn and Anomen identify her as a unique individual (the former governess of Anomen, and the current governess of Keldorn's kids, with the possible name of Mary or Marilyn), yet this .cre appears in the Government District three times. I'd suggest replacing two of them with GFTOWN01.cre, which currently only appears once. EDIT: ah, it seems Stanet is already fixed by the Fixpack. The other one isn't though, AFAICT. Link to comment
CamDawg Posted November 13, 2005 Share Posted November 13, 2005 Added this to the existing ar1000 fix: // changes guard references in ar1000 to not be the rubble-guarder type, enables one ambient, fixes multiple gftown02 COPY_EXISTING ~AR1000.ARE~ ~override~ READ_LONG 0x54 "actor_off" READ_SHORT 0x58 "actor_num" READ_SHORT 0x82 "amb_num" READ_LONG 0x84 "amb_off" WHILE ("%actor_num%" > 0) BEGIN SET "actor_num" = ("%actor_num%" - 1) READ_ASCII ("%actor_off%" + 0x80 + ("%actor_num%" * 0x110)) "cre_file" PATCH_IF ("%cre_file%" STRING_COMPARE_CASE "AMNG1" = 0) BEGIN WRITE_ASCII ("%actor_off%" + 0x80 + ("%actor_num%" * 0x110)) ~AMNG2~ #8 END ELSE PATCH_IF (("%cre_file%" STRING_COMPARE_CASE "victown1" = 0) OR ("%cre_file%" STRING_COMPARE_CASE "victown4" = 0)) BEGIN WRITE_LONG ("%actor_off%" + 0x28 + ("%actor_num%" * 0x110)) 9 END ELSE PATCH_IF ("%cre_file%" STRING_COMPARE_CASE "gftown02" = 0) BEGIN READ_SHORT ("%actor_off%" + 0x20 + ("%actor_num%" * 0x110)) "x_coord" READ_SHORT ("%actor_off%" + 0x22 + ("%actor_num%" * 0x110)) "y_coord" PATCH_IF (("%x_coord%" != 2265) AND ("%y_coord%" != 692)) BEGIN WRITE_ASCII ("%actor_off%" + 0x80 + ("%actor_num%" * 0x110)) ~gftown01~ #8 END END END WHILE ("%amb_num%" > 0) BEGIN SET "amb_num" = ("%amb_num%" - 1) READ_SHORT ("%amb_off%" + 0x20 + ("%amb_num%" * 0xd4)) "x_coord" PATCH_IF ("%x_coord%" = 907) BEGIN WRITE_LONG ("%amb_off%" + 0x8C + ("%amb_num%" * 0xd4)) 0x001fffc0 END END BUT_ONLY_IF_IT_CHANGES Link to comment
devSin Posted February 3, 2008 Share Posted February 3, 2008 Why are we setting the "use actor name as script name" bit for Nobleman VICTOWN1 and Noblewoman VICTOWN4? PATCH_IF (("%cre_file%" STRING_COMPARE_CASE "victown1" = 0) OR ("%cre_file%" STRING_COMPARE_CASE "victown4" = 0)) BEGIN WRITE_LONG ("%actor_off%" + 0x28 + ("%actor_num%" * 0x110)) 9 END ELSE Link to comment
CamDawg Posted February 3, 2008 Share Posted February 3, 2008 victown1 and victown4 referenced in viconia.bcs as DVs. Link to comment
devSin Posted February 3, 2008 Share Posted February 3, 2008 This flag sets the actor name (as specified in the header in the ARE file) as the script name. We're giving them the script names "Nobleman" and "Noblewoman"... PATCH_IF (("%cre_file%" STRING_COMPARE_CASE "victown1" = 0) OR ("%cre_file%" STRING_COMPARE_CASE "victown4" = 0)) BEGIN WRITE_ASCII ("%actor_off%" + ("%actor_num%" * 0x110)) "%cre_file%" #32 WRITE_LONG ("%actor_off%" + 0x28 + ("%actor_num%" * 0x110)) 9 END ELSE There, I fix it for you. Link to comment
CamDawg Posted February 14, 2008 Share Posted February 14, 2008 This flag sets the actor name (as specified in the header in the ARE file) as the script name. We're giving them the script names "Nobleman" and "Noblewoman"... PATCH_IF (("%cre_file%" STRING_COMPARE_CASE "victown1" = 0) OR ("%cre_file%" STRING_COMPARE_CASE "victown4" = 0)) BEGIN WRITE_ASCII ("%actor_off%" + ("%actor_num%" * 0x110)) "%cre_file%" #32 WRITE_LONG ("%actor_off%" + 0x28 + ("%actor_num%" * 0x110)) 9 END ELSE There, I fix it for you. WRITE_ASCIIE... I'm inclined to just patch the creature files directly, then, and drop this from the area patch. Link to comment
devSin Posted February 14, 2008 Share Posted February 14, 2008 Yeah. You don't use WRITE_ASCIIT, so I had to readjust my thinking to setting the write length manually and totally forgot about the evaluate. I too only patch the CREs, which is why I initially had no idea what was going on with this patch. Link to comment
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