cmorgan Posted June 6, 2007 Share Posted June 6, 2007 Yep - the timer itself is a single value, that doesn't change or count down - instead, the game "catches up" to the timer value and when it passes it you have arrived (think of it kind of like throwing a ball out into a field then walking up to it, then throwing it again, etc.) When Kulyok rebuilt all of the romances to match the single-variable-triggered/timer-set-in-dialogue code, she revisited everything extremely carefully, so it is almost certain everything was fixed (very comprehensive review). We definitely could use a playtest of the whole Shar-Teel thing, though Link to comment
Thor's Cleric Posted June 7, 2007 Share Posted June 7, 2007 D'oh! So I ended up examining the code in X#SHROM and X#SHROMD after installing the Beta and still having problems (I hadn't thought to do so before because I only know a little bit about coding) and doing a find for Global("X#SharInterestTalk","GLOBAL",1). The solution turned out to be extremely simple; it all came down to two lines: HPPercentGT(Player1,95) HPPercentGT("sharteel",95) Even though I was testing and retesting and messing with the globals and whatnot, it never even once occurred to me to heal my characters! (I normally don't rest any more than once per 24 hours, like to have my priests practice "preventive healing" by memorizing offensive/defensive instead of healing spells, and go through healing potions more quickly than BG replenishes them, so my high-HP characters tend to reach full HP only rarely.) My thanks to all who offered help - it's quite nice to see continued support for a mod, especially so long after its initial release. {Edited to add: I haven't actually tested any further yet, but LT1 is finally firing on rest, so I'm betting that that was the problem and it should be smooth-sailing from here on.} Link to comment
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