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SConrad

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Everything posted by SConrad

  1. SConrad

    Patching doors?

    Eh, sorry. I totally forgot about this. Disclaimer: Don't do this at home, children. (Yeah, it's that horrible.) COPY_EXISTING ~ar0709.are~ ~override~ // We start by reading offsets and numbers READ_SHORT 0x5a "trig_num" READ_LONG 0x5c "trig_off" READ_LONG 0x60 "spawn_off" READ_LONG 0x68 "ent_off" READ_LONG 0x70 "cont_off" READ_LONG 0x78 "item_off" READ_LONG 0x7c "vert_off" READ_SHORT 0x80 "vert_num" READ_LONG 0x84 "amb_off" READ_LONG 0x88 "var_off" READ_LONG 0xa0 "bmp_off" READ_LONG 0xa8 "door_off" READ_LONG 0xb0 "anim_off" READ_LONG 0xb8 "tiled_off" READ_LONG 0xbc "song_off" READ_LONG 0xc0 "rest_off" READ_LONG 0xc4 "note_off" // Add 4 vertices INSERT_BYTES ("%vert_off%" + ("%vert_num%" * 4) ) 0x10 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) ) 736 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0x2) 683 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0x4) 826 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0x6) 617 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0x8) 887 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0xa) 674 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0xc) 780 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0xe) 742 // First, we insert the new trigger by adding 196 bytes at a specific location in the file INSERT_BYTES ("%trig_off%" + ("%trig_num%" * 0xc4) ) 0xc4 // Let's start patching the new trigger WRITE_ASCII ("%trig_off%" + ("%trig_num%" * 0xc4) ) ~TranJZ00~ // Name of the new trigger WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x20) 0x02 // Which trigger type? WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x22) 736 // Bounding box WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x24) 617 // Bounding box WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x26) 887 // Bounding box WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x28) 742 // Bounding box WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x2a) 0x04 // Number of vertices WRITE_LONG ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x2c) "%vert_num%" // First vertex index WRITE_LONG ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x34) 0x2a // Cursor index WRITE_ASCII ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x38) ~ARJZ00~ // Destination area WRITE_ASCII ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x40) ~Exit0709~ // Exit point WRITE_LONG ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x60) 0x04 // Flags SAY ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x64) #-1 // Trigger Text // Code wrapup - need to adjust numbers of vertices and triggers and adjust offsets WRITE_SHORT 0x80 ("%vert_num%" + 0x04) // four new vertices WRITE_SHORT 0x5a ("%trig_num%" + 0x01) // one new trigger SET "adj" = 0xc4 WRITE_LONG 0x60 ("%spawn_off%" + "%adj%") WRITE_LONG 0x68 ("%ent_off%" + "%adj%") WRITE_LONG 0x70 ("%cont_off%" + "%adj%") WRITE_LONG 0x78 ("%item_off%" + "%adj%") WRITE_LONG 0x7c ("%vert_off%" + "%adj%") WRITE_LONG 0x84 ("%amb_off%" + "%adj%") WRITE_LONG 0x88 ("%var_off%" + "%adj%") WRITE_LONG 0xa8 ("%door_off%" + "%adj%") WRITE_LONG 0xb8 ("%tiled_off%" + "%adj%") SET "adj" = (0xc4 + 0x10) WRITE_LONG 0xa0 ("%bmp_off%" + "%adj%") WRITE_LONG 0xb0 ("%anim_off%" + "%adj%") WRITE_LONG 0xbc ("%song_off%" + "%adj%") WRITE_LONG 0xc0 ("%rest_off%" + "%adj%") WRITE_LONG 0xc4 ("%note_off%" + "%adj%")
  2. If we start touching item descriptions, we might want to standardise the armour and weapon descriptions ("Unusable by:" and so on), as well.
  3. Don't remove the whole line saying ~K_B_H K_B_D K_B_G K_B_E K_B_HE K_B_HL K_B_HO~, just reduce it to ~~. As for the spells, are you adding them with .2da or scripting?
  4. Aid and resurrection's easy to add, as well. The rest may prove a bit more difficult, yeah. Resetting the HP is another way.
  5. Not that difficult, Sim. COPY_EXISTING ~riftcr04.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~HPGT(Myself,2)~ ~OR(5) SpellCastOnMe([ANYONE],CLERIC_CURE_LIGHT_WOUNDS) SpellCastOnMe([ANYONE],CLERIC_CURE_MEDIUM_WOUNDS) SpellCastOnMe([ANYONE],CLERIC_CURE_SERIOUS_WOUNDS) SpellCastOnMe([ANYONE],CLERIC_CURE_CRITICAL_WOUNDS) SpellCastOnMe([ANYONE],CLERIC_HEAL)~ COMPILE_BAF_TO_BCS
  6. Forgotten Wars A version update of the Refinements mod, 2.01, is now available to download. Several bugs have been fixed in this new release. Enjoy! Related links: - Download link - Refinements Homepage - Refinements Forum
  7. The dialog.tlk will most likely be screwed up, since non-WeiDU mods (usually) overwrites the file instead of appending it, like WeiDU mods do. You'll need to repack the mod with WeiDU. If it's a small mod, it's easily done. A larger one, however, will require more time.
  8. SConrad

    Surreal Quoting

    I imagine Mr. Dawg has secretly been smiling to himself when watching this thread develop.
  9. I'd have to agree with Sim. Isn't it a bit childish just to split a discussion just because the specific forum moderator is annoyed? Sends a bad message about discussing, in my humble opinion.
  10. I don't want to argue with the master, but wouldn't EXTEND_TOP be better than BOTTOM?
  11. Thanks, devSin. Might I suggest a split of the topic?
  12. Why? Because if everyone starts adding their own prefixes to areas, it breaks my link-searching code. I'd have to update with all possible prefixes I can find. Gracias, I didn't know. /me hurries away to update. Calling it "Seb's 2-character READ_ASCII" might be a bit untrue, since I got it from you. Thanks, and yes, that's sorta what I had in mind. I think it'd be good to collect templates in here. Some sort of organisation (for instance, "All wmp-templates here" or "All area-templates here") would be fairly good to avoid templates all over the place. It also prevents people from spending time doing something someone else already did. It's all an illusion. I just remove the comments, and BAM! Such a small and efficient patch.
  13. I was asked to help out with a Spanish mod that wanted to do just this, and then Sim convinced me to put up the coding for public eye, in case someone else wanted to do it. Note that I added a check for the area from G3A. I dunno if there's any other mods adding areas to the worldmap which doesn't use AR****.are, but I'll add them if needed. I stronly recommend everyone wanting to add areas to use AR****.are, to avoid hassle. (Curse you, G3!) I can't be bothered to explain every little detail in it now. It's fairly well commented, so all the other tp2-ninjas will understand what I'm doing, and the rest can ask and I will answer. // Append mastarea.2da with the new area APPEND ~MASTAREA.2da~ ~ARSC#A  value~ COPY_EXISTING ~worldmap.wmp~ ~override~  // Read offsets and stuff.  READ_LONG  0x30 "area_num"  READ_LONG  0x34 "area_off"  READ_LONG  0x38 "link_off"  READ_LONG  0x3c "link_num"  READ_LONG  0xc "map_off"  SET "entry"    = ("%map_off%" + 0xb8)  SET "outer_check" = 0  SET "inner_check" = 0  SET "num_ent"   = 0  // New offsets  WRITE_LONG 0x30 ("%area_num%" + 1)  WRITE_LONG 0x38 ("%link_off%" + 0xf0)  WRITE_LONG 0x3c ("%link_num%" + 4)  // Add area to worldmap  INSERT_BYTES  ("%area_off%" +     (0xf0 * "%area_num%")) 0xf0   WRITE_ASCII ("%area_off%" +     (0xf0 * "%area_num%")) ~ARSC#A~ // AR-name   WRITE_ASCII ("%area_off%" + 0x08 + (0xf0 * "%area_num%")) ~ARSC#A~ // AR-name   WRITE_ASCII ("%area_off%" + 0x10 + (0xf0 * "%area_num%")) ~ARSC#A~ // AR-name   WRITE_LONG  ("%area_off%" + 0x34 + (0xf0 * "%area_num%")) 27 // Map icon   WRITE_LONG  ("%area_off%" + 0x38 + (0xf0 * "%area_num%")) 1063 // X coordinate   WRITE_LONG  ("%area_off%" + 0x3C + (0xf0 * "%area_num%")) 39 // Y coordinate   SAY     ("%area_off%" + 0x40 + (0xf0 * "%area_num%")) ~SConrad's area~ // Name of the area   SAY     ("%area_off%" + 0x44 + (0xf0 * "%area_num%")) #-1 // Description   // Now, we add four area links, all from east   WRITE_SHORT ("%area_off%" + 0x50 + (0xf0 * "%area_num%")) ("%link_num%" + 4) // First N link   WRITE_SHORT ("%area_off%" + 0x58 + (0xf0 * "%area_num%")) ("%link_num%" + 4) // First W link   WRITE_SHORT ("%area_off%" + 0x60 + (0xf0 * "%area_num%")) ("%link_num%" + 4) // First S link   WRITE_SHORT ("%area_off%" + 0x68 + (0xf0 * "%area_num%")) ("%link_num%") // First E link   WRITE_SHORT ("%area_off%" + 0x6c + (0xf0 * "%area_num%")) 4 // Number of links from E  // Add links from Umar Hills to the new area  // We'll start by fixing the offsets  WHILE ("%outer_check%" = 0) BEGIN   READ_ASCII ("%entry%" + 0x8) "area" (2)   READ_ASCII ("%entry%" + 0x8) "spec_area" (6)   WHILE (("%spec_area%" STRING_COMPARE_CASE "AR1100" = 0) AND ("%inner_check%" = 0)) BEGIN    READ_SHORT  ("%entry%" + 0x50)             "nlink"    READ_SHORT  ("%entry%" + 0x50 + 0x4)          "#nlink"    WRITE_SHORT ("%entry%" + 0x50 + 0x4)          ("%#nlink%" + 1)    READ_SHORT  ("%entry%" + 0x50 + 0x8)          "wlink"    WRITE_SHORT ("%entry%" + 0x50 + 0x8)          ("%wlink%" + 3)    READ_SHORT  ("%entry%" + 0x50 + 0x8)          "wlink"    READ_SHORT  ("%entry%" + 0x50 + 0x8 + 0x4)       "#wlink"    WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x4)       ("%#wlink%" + 1)    READ_SHORT  ("%entry%" + 0x50 + 0x8 + 0x8)       "slink"    WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8)       ("%slink%" + 2)    READ_SHORT  ("%entry%" + 0x50 + 0x8 + 0x8)       "slink"    READ_SHORT  ("%entry%" + 0x50 + 0x8 + 0x8 + 0x4)    "#slink"    WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x4)    ("%#slink%" + 1)    READ_SHORT  ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8)    "elink"    WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8)    ("%elink%" + 1)    READ_SHORT  ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8)    "elink"    READ_SHORT  ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8 + 0x4) "#elink"    WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8 + 0x4) ("%#elink%" + 1)    SET "inner_check" = 1   END   PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" = 0) OR ("%area%" STRING_COMPARE_CASE "G3" = 0)) BEGIN    SET "num_ent" = ("%num_ent%" + 1)   END ELSE   PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" != 0) AND ("%area%" STRING_COMPARE_CASE "G3" != 0)) BEGIN    SET "outer_check" = 1   END   SET "entry" = ("%entry%" + 0xf0)  END  // Re-read offsets  READ_LONG  0x30 "area_num"  READ_LONG  0x38 "link_off"  // Add link to ARSC#A  INSERT_BYTES  ("%link_off%" - 0x01 + (0xd8 * "%nlink%")) 0xd8   WRITE_LONG  ("%link_off%"     + (0xd8 * "%nlink%")) ("%area_num%" - 1) // Add the last entry   WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%nlink%")) ~ARSC#E~ // Entrance   WRITE_LONG  ("%link_off%" + 0x28 + (0xd8 * "%nlink%")) 4 // Unknown   // If you want to add random encounters, travelling time, do so here  // Add link to ARSC#A  INSERT_BYTES  ("%link_off%" - 0x01 + (0xd8 * "%wlink%")) 0xd8   WRITE_LONG  ("%link_off%"     + (0xd8 * "%wlink%")) ("%area_num%" - 1) // Add the last entry   WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%wlink%")) ~ARSC#E~ // Entrance   WRITE_LONG  ("%link_off%" + 0x28 + (0xd8 * "%wlink%")) 4 // Unknown   // If you want to add random encounters, travelling time, do so here  // Add link to ARSC#A  INSERT_BYTES  ("%link_off%" - 0x01 + (0xd8 * "%slink%")) 0xd8   WRITE_LONG  ("%link_off%"     + (0xd8 * "%slink%")) ("%area_num%" - 1) // Add the last entry   WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%slink%")) ~ARSC#A~ // Entrance   WRITE_LONG  ("%link_off%" + 0x28 + (0xd8 * "%slink%")) 4 // Unknown   // If you want to add random encounters, travelling time, do so here  // Add link to ARSC#A  INSERT_BYTES  ("%link_off%" - 0x01 + (0xd8 * "%elink%")) 0xd8   WRITE_LONG  ("%link_off%"     + (0xd8 * "%elink%")) ("%area_num%" - 1) // Add the last entry   WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%elink%")) ~ARSC#E~ // Entrance   WRITE_LONG  ("%link_off%" + 0x28 + (0xd8 * "%elink%")) 4 // Unknown   // If you want to add random encounters, travelling time, do so here  // Check which link is largest  PATCH_IF (("%nlink%" > "%wlink%") AND ("%nlink%" > "%slink%") AND ("%nlink%" > "%elink%")) BEGIN   SET "link" = "%nlink%"  END  PATCH_IF (("%wlink%" > "%nlink%") AND ("%wlink%" > "%slink%") AND ("%wlink%" > "%elink%")) BEGIN   SET "link" = "%wlink%"  END  PATCH_IF (("%slink%" > "%wlink%") AND ("%slink%" > "%nlink%") AND ("%slink%" > "%elink%")) BEGIN   SET "link" = "%slink%"  END  PATCH_IF (("%elink%" > "%wlink%") AND ("%elink%" > "%slink%") AND ("%elink%" > "%nlink%")) BEGIN   SET "link" = "%elink%"  END   // Correct ALL other links after elink  // New variables  SET "entry"    = ("%map_off%" + 0xb8)  SET "outer_c"    = 0  // Let's WHILE a bit and search for area-links  WHILE ("%outer_c%" = 0) BEGIN   READ_ASCII ("%entry%" + 0x8) "area" (2)   PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" = 0) OR ("%area%" STRING_COMPARE_CASE "G3" = 0)) BEGIN    READ_SHORT ("%entry%" + 0x50)          "nlink"    READ_SHORT ("%entry%" + 0x50 + 0x8)       "wlink"    READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8)    "slink"    READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) "elink"    // And if they are larger, let's patch 'em    PATCH_IF ("%nlink%" > "%link%") BEGIN     WRITE_SHORT ("%entry%" + 0x50) ("%nlink%" + 4)    END    PATCH_IF ("%wlink%" > "%link%") BEGIN     WRITE_SHORT ("%entry%" + 0x50 + 0x8) ("%wlink%" + 4)    END    PATCH_IF ("%slink%" > "%link%") BEGIN     WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8) ("%slink%" + 4)    END    PATCH_IF ("%elink%" > "%link%") BEGIN     WRITE_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) ("%elink%" + 4)    END   END ELSE   PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" != 0) AND ("%area%" STRING_COMPARE_CASE "G3" != 0)) BEGIN    SET "outer_c" = 1   END   SET "entry" = ("%entry%" + 0xf0)  END  // Add four new links from the new area  // Re-read offsets  READ_LONG  0x38 "link_off"  READ_LONG  0x3c "link_num"  // New offset  WRITE_LONG 0x3c ("%link_num%" + 4)  // Add link to City Gates  INSERT_BYTES  ("%link_off%" - 0x01 + (0xd8 * "%link_num%")) 0xd8   WRITE_LONG  ("%link_off%"     + (0xd8 * "%link_num%")) 11 // City Gates   WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%link_num%")) ~ExitNE~ // Entrance   WRITE_LONG  ("%link_off%" + 0x28 + (0xd8 * "%link_num%")) 4 // Unknown   // If you want to add random encounters, travelling time, do so here  // Add link to Umar Hills  INSERT_BYTES  ("%link_off%" - 0x01 + (0xd8 * "%link_num%")) 0xd8   WRITE_LONG  ("%link_off%"     + (0xd8 * "%link_num%")) 7 // Umar Hills   WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%link_num%")) ~ExitNW~ // Entrance   WRITE_LONG  ("%link_off%" + 0x28 + (0xd8 * "%link_num%")) 4 // Unknown   // If you want to add random encounters, travelling time, do so here  // Add link to Trademeet  INSERT_BYTES  ("%link_off%" - 0x01 + (0xd8 * "%link_num%")) 0xd8   WRITE_LONG  ("%link_off%"     + (0xd8 * "%link_num%")) 14 // Trademeet   WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%link_num%")) ~ExitNW~ // Entrance   WRITE_LONG  ("%link_off%" + 0x28 + (0xd8 * "%link_num%")) 4 // Unknown   // If you want to add random encounters, travelling time, do so here  // Add link to de'Arnise Hold  INSERT_BYTES  ("%link_off%" - 0x01 + (0xd8 * "%link_num%")) 0xd8   WRITE_LONG  ("%link_off%"     + (0xd8 * "%link_num%")) 9 // de'Arnise   WRITE_ASCII ("%link_off%" + 0x04 + (0xd8 * "%link_num%")) ~ExitSE~ // Entrance   WRITE_LONG  ("%link_off%" + 0x28 + (0xd8 * "%link_num%")) 4 // Unknown   // If you want to add random encounters, travelling time, do so here BUT_ONLY_IF_IT_CHANGES EDIT: Updating S_C_C to != 0 instead of = 1.
  14. Okay, well. Just checked my coding, it works like a charm. I can't be bothered to explain every little detail in it now, all the other tp2-ninjas will understand what I'm doing, and the rest can ask and I will answer. EDIT: Oh, yeah, I better put in the disclaimer I did somewhere else: Note that I coded this before I actually realised that there is a "# of area entries" inside the .wmp, and I was too proud over my own code for keeping track on the number of area entries to change it. I did add an additional check, though. Also note that I added a check for the area from G3A. I dunno if there's any other mods adding areas to the worldmap which doesn't use AR****.are, but I'll add them if needed. // Update the worldmap to make sure the random encounter in between Waukeen and Slums happens COPY_EXISTING ~worldmap.wmp~ ~override~  READ_LONG 0xc "map_off"  SET "entry"    = ("%map_off%" + 0xb8)  SET "outer_check" = 0  SET "inner_check" = 0  SET "num_ent"   = 0  WHILE ("%outer_check%" = 0) BEGIN   READ_ASCII ("%entry%" + 0x8) "area" (2)   READ_ASCII ("%entry%" + 0x8) "spec_area" (6)   WHILE (("%spec_area%" STRING_COMPARE_CASE "AR0700" = 0) AND ("%inner_check%" = 0)) BEGIN    READ_SHORT ("%entry%" + 0x50)          "nlink"    READ_SHORT ("%entry%" + 0x50 + 0x8)       "wlink"    READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8)    "slink"    READ_SHORT ("%entry%" + 0x50 + 0x8 + 0x8 + 0x8) "elink"    SET "inner_check" = 1   END   PATCH_IF (("%area%" STRING_COMPARE_CASE "AR" = 0) OR ("%area%" STRING_COMPARE_CASE "G3" = 0)) BEGIN    SET "num_ent" = ("%num_ent%" + 1)   END ELSE   PATCH_IF ("%area%" STRING_COMPARE_CASE "AR" = 1) BEGIN    SET "outer_check" = 1   END   SET "entry" = ("%entry%" + 0xf0)  END  SET "patching_done" = 0  READ_LONG  0x30 "area_num"  WHILE (("%patching_done%" = 0) AND ("%num_ent%" = "%area_num%")) BEGIN   SET "1stlink" = (("%map_off%" + 0xb8) + ("%num_ent%" * 0xf0) + ("%nlink%" * 0xd8))   SET "2ndlink" = (("%map_off%" + 0xb8) + ("%num_ent%" * 0xf0) + ("%wlink%" * 0xd8))   SET "3rdlink" = (("%map_off%" + 0xb8) + ("%num_ent%" * 0xf0) + ("%slink%" * 0xd8))   SET "4thlink" = (("%map_off%" + 0xb8) + ("%num_ent%" * 0xf0) + ("%elink%" * 0xd8))   PATCH_IF ("1stlink" > 0) BEGIN    WRITE_ASCII ("%1stlink%" + 0x2c) ~ARSC#0~    WRITE_SHORT ("%1stlink%" + 0x54) 101   END   PATCH_IF ("2ndlink" > 0) BEGIN    WRITE_ASCII ("%2ndlink%" + 0x2c) ~ARSC#0~    WRITE_SHORT ("%2ndlink%" + 0x54) 101   END   PATCH_IF ("3rdlink" > 0) BEGIN    WRITE_ASCII ("%3rdlink%" + 0x2c) ~ARSC#0~    WRITE_SHORT ("%3rdlink%" + 0x54) 101   END   PATCH_IF ("4thlink" > 0) BEGIN    WRITE_ASCII ("%4thlink%" + 0x2c) ~ARSC#0~    WRITE_SHORT ("%4thlink%" + 0x54) 101   END   SET "patching_done" = 1  END BUT_ONLY_IF_IT_CHANGES
  15. We were talking about this in chat, and mr. Ding0 said: (19:32:28) (SimDing0) You don't need to fuck around with SetEncounterProbability. If you set the encounter probability to 101, it occurs once, then never again. EDIT: What's with all these double-posts today?
  16. After reading two sentences I discovered the problem: I DIDN'T CHECK WITH A NEW GAME. So, there. Problem solved.
  17. When exiting AR2500 (Underdark Exit), you're taken to AR2601, where Drizzt and his goons reside. This is what I would call a forced random encounter, and my question is whether anyone knows how Bioware does this, or more precisely; how do I reproduce it? Oh, and I've spent the better half of the afternoon trying, without any luck.
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