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Rest at Sea implemented


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I don't know if this matter has been discussed before, or if it could even be described as a bug (I believe so), but why don't you get any benefit of rest while shipping to and from Brynnlaw?

 

The voyage takes days, but if I've forgotten to rest before setting sail, my people still arrive wounded and out of spells since no time has passed for them even though the game clock (the date) has advanced.

 

If this has been addressed by some World Map Fix, please disregard and delete.

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I don't know if this matter has been discussed before, or if it could even be described as a bug (I believe so), but why don't you get any benefit of rest while shipping to and from Brynnlaw?

 

The voyage takes days, but if I've forgotten to rest before setting sail, my people still arrive wounded and out of spells since no time has passed for them even though the game clock (the date) has advanced.

 

If this has been addressed by some World Map Fix, please disregard and delete.

Hmm. AFAICT, this is indeed what happens. Depending on whether you choose Bodhi or the Shadow Thieves, cut41c.bcs and cut41d.bcs control the move to Bynnlaw and the chapter change. Both have this block included:

 

Rest()
ActionOverride(Player2,Rest())
ActionOverride(Player3,Rest())
ActionOverride(Player4,Rest())
ActionOverride(Player5,Rest())
ActionOverride(Player6,Rest())

 

This should be forcing a rest. Anyone else having the same problem?

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Is that bit from the original script? (Rather than from patched update, etc.) Whichever, something must have gone wrong with my boatrides, since I do in fact arrive the second I leave, relatively speaking. Think I'm going to lift that code snippet and paste it to make sure, anyhow.

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Is that bit from the original script? (Rather than from patched update, etc.) Whichever, something must have gone wrong with my boatrides, since I do in fact arrive the second I leave, relatively speaking. Think I'm going to lift that code snippet and paste it to make sure, anyhow.

Yeah, that's from a patched SoA game; AFAIK we don't mess with cut41c or cut41d.

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I've noticed that DayNight() tends to break things. Try adding Wait(1) after the very last DayNight() call (right before the first Rest()) in CUT41C.BCS (Bodhi) or CUT41D.BCS (Aran).

 

(The DayNight() and Rest() calls should really come before LeaveAreaLUA() so that the new PC locations don't get screwed up, but this isn't fixpack material.)

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Added the Wait(1) to the scripts; hopefully this'll do it.

 

// rest commands not executed due to DayNight flakiness
COPY_EXISTING ~cut41c.bcs~ ~override~
             ~cut41d.bcs~ ~override~
 DECOMPILE_BCS_TO_BAF
   REPLACE_TEXTUALLY ~\bRest()\b~
                     ~Wait(1) Rest()~
 COMPILE_BAF_TO_BCS
 BUT_ONLY_IF_IT_CHANGES

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Does \b work after punct (if it works at all)? I don't like OCaml regexp. :(

 

Somebody should really test it before it gets in the fixpack -- even with DayNight() suckage, I don't think that all of the Rest() actions should fail.

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Does \b work after punct (if it works at all)? I don't like OCaml regexp. :rolleyes:

 

Somebody should really test it before it gets in the fixpack -- even with DayNight() suckage, I don't think that all of the Rest() actions should fail.

All sorts of funk ensued. Went simple.

 

// rest commands not executed due to DayNight flakiness
COPY_EXISTING ~cut41c.bcs~ ~override~
             ~cut41d.bcs~ ~override~
 DECOMPILE_BCS_TO_BAF
   REPLACE_TEXTUALLY ~[^,]Rest()~
                     ~Wait(1)
                     Rest()~
 COMPILE_BAF_TO_BCS
 BUT_ONLY_IF_IT_CHANGES

 

Someone test, please. I'm on a coding binge.

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