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Wisp

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Everything posted by Wisp

  1. Well, I guess I'll include all the inns then. Most mod-added inns are located in copies of Beregost, copies of IWD's towns (log cabins), or areas of roughly the same type. The exceptions I know of are two inns from TDD, which are located in the wilderness of Amn/Tethyr and one from NTotSC, which is some sort of castle east of Baldur's Gate. But I'd like to keep the Underdark as the exception, since the large majority of the area is not an inn. If someone would like to include it, it's easy enough have an AreaCheck for ar2100.
  2. I have a pretty comprehensive list of inns now. But I'm unsure of how urban is urban enough for you. Unfortunately the inns range from being located in Athkatla/Baldur's Gate to being located in the middle of nowhere, with more intermediate cases like Ulgoth's Beard (village), The Friendly Arm and Candlekeep (fortified communities that could qualify as urban-ish all on their own). Since the whole purpose of this is to have something simple and useful, the line will simply have to be drawn somewhere, probably excluding some of the mod-added inns. Aside from degree of urban-ness, there is also Saradush. Should that be included, even though the city is under siege and you have fire and whatnot raining down upon you that very moment?
  3. Sort of. The general idea's the same, but details are different. And when WeiDU 228 is out I'll move over to the TP2 action. But if you are thinking of mirroring the code in Aran, there's no need. I plan on publishing a .tpa file, that'll do all the work of adding the area type and flagging areas, which you'll be able to just include in your mod.
  4. Yeah, that'd be me. Earlier versions of the mod did not give human-Abazigal the items it gave to dragon-Abazigal. Later versions do, but it looks like I overlooked making them undroppable on human-Abazigal. Will fix.
  5. Yeah, I, too, think a label for inns in cities and towns would be the most useful incarnation of an inn area type. If you want every possible place where you can rent a room, I don't think there are many enough to make it difficult to OR an AreaType check with a few AreaChecks (with the whole trigger being generated by TP2). Or, if there turns out to be a reason for adding an area type for non-inn resting places, that can be dealt with when the need arises.
  6. From what I could tell they were all unique, but most of them seemed hard to justify, so I hope there was some sort of mistake involved. Anyway, if no one objects to me doing the work I figure I'll (eventually) post FL_INN and FL_STRONGHOLD as stand-alone resources, complete with code for tagging areas and all that, so you can just include it in your mod if you want to use it. However, as I said, the current definition of FL_INN is pretty much any area where you can probably rent a bed, except ar2100. But the exact definition doesn't really matter to me (I only need something that can be expressed in a single sentence with a minimum of ambiguity), so if anyone needs something more well-defined (e.g. only proper inns in populated towns) now is the time to speak up.
  7. CD_INN etc. were examples. I don't think that pillaging Cam's or Nythrun's namespace without their consent is a good idea. Yes, so, since I, to my knowledge, staked the first claim in this virgin territory I decree that the area type for inns be known as FL_INN and the area type for strongholds be known as FL_STRONGHOLD to all who don't mind cooperating and sharing. There are like 12 used SecTypes in vanilla BG2 (out of 254 or whatever the limit is before WRITE_BYTE fails), but just the other day I saw a msectype.2da that contained well over 200 unique SecTypes, so...
  8. Yeah, I only need a flag for inns and one for strongholds. That's true. Okay, so CD_INN (?) and FL_STRONGHOLD it is.
  9. If we want this to be cooperative, while avoiding redundancy, maybe an effort should be made to avoid prefixes altogether? You would want to avoid having a situation where non-prefixed labels would clash, anyway.
  10. Be my guest. A standardised way of adding rows to areatype.ids would be good if adding area types becomes more common.
  11. There's only (at best) 8 free flags on standard BG2, so space *is* at a premium. And you already have at least one irresponsible person (me) wanting to use one of those flags to tag a handful of areas. Besides, where would the list of fixed values be stored? Who would administrate it? Much like Miloch, I should add that the mod-added areas are inns in the sense there's a creature in the area whose dialogue file references a store that includes rooms in its services. They may not necessarily be located in a populated town, or be inns in a conventional sense. By comparison, the standard BG/1BG2 areas have withstood slightly more scrutiny and do not include e.g. the Underdark (AR2100), since that area is mostly not an inn.
  12. You should probably use something like this for adding the IDS entry: OUTER_SET CD_INN = IDS_OF_SYMBOL (areatype CD_INN) ACTION_IF CD_INN < 0 BEGIN //if the label CD_INN does not exist OUTER_FOR (power=8;power<16;++power) BEGIN OUTER_SET CD_INN = 2 ** power ACTION_IF !FILE_CONTAINS_EVALUATED (areatype.ids "^[ %TAB%]*%CD_INN%") BEGIN APPEND areatype.ids "%CD_INN% CD_INN" OUTER_SET power = 16 END END //maybe there should be something in here for the eventuality all flags have already been taken by non-CD_INN labels? END and then write the value to the area with WRITE_SHORT 0x48 THIS BOR CD_INN Oh, yeah, you're right. It isn't wrong, but to check on the value you need to use BAND, since multiple area flags can be set E.g.: PATCH_IF (innarea BAND CD_INN) != 0 BEGIN //area is already an inn But it's probably not necessary to check if the area's already been flagged. There's no harm in writing the value multiple times, and the redundancy is filtered out by BUT_ONLY. But I don't know how many of those mega mods are for BG2. I think most of them are for BG1/BGT, so if you are only concerned with inns accessible from BG2 you can probably slim the list down quite a bit.
  13. Well, the way I currently use bit 9 is not very conductive to a standardised system (since I don't bother with areatype.ids). It's also not using bit 9 as CD_INN, but more like CD_INN_OR_STRONGHOLD. If you guys want a way to detect inns with CD_INN (first unused bit in areatype.ids) I'll happily follow suit and use an analogous label for detecting strongholds. The code in aTweaks is in aTweaks/LIB/c115.tpa, which also includes a list of most, or possibly all, inn areas in BG1 and BG2, both standard and mod-added.
  14. The AreaType field is a word. I use AreaType(512) for detecting inn and stronghold areas in aTweaks. Prior to that I had some nice BWP people run scans for used values in the upper range. Aside from one area in Darkest Day (case of randomness, I'm pretty sure) [1] no areas seem to use high values. You can also use AddAreaType(512) etc. [1]And now, aTweaks, of course. But I don't stake any particular claims on bit 9.
  15. You can relatively easily make changes like this yourself. I've been meaning to post a detailed explanation for how to customise Item Randomiser, but I keep getting side-tracked. I'll see if I can't get it done sometime (before v7, at the very least ).
  16. That one is fixed by the latest hotfix. If you notice anything else, please mention it.
  17. I'll redirect some of the loot towards his chests. You can remove the gem with e.g. Shadow Keeper.
  18. Oops, I forgot to include the fixed .tra file. Will upload an updated hotfix momentarily. Hum, or not. Version 6.2 includes @1393 et al. so I can only assume something has gone awry on your end. Try re-extracting everything. And make sure you really do have v6.2. @1393 was added in 6.2, so if you're still on 6.1 you'd get this problem.
  19. Can reproduce. I'll update the hotfix as soon as I'm able.
  20. Could you email me any mod files you've customised, and the debug file, as well?
  21. Thank you. I'll try to look into it without too much delay.
  22. That's a consequence of another fix (people give you the correct item) but I suppose I can reverse it in this particular case, since mr. genie doesn't carry any other items. Can you post your weidu.log? And if you could upload the files "override/fl#randomseed.2da" and "override/fl#removeditems.2da" that would be great (assuming they exist, of course).
  23. Thank you. These issues should be fixed in version 6.2.
  24. Thank you. I'll see what I can do. It'd probably be all right so long as I make it clear the list is not comprehensive. There should be a random item in the FF compound. But I'll gladly listen to suggestions. There's no such thing as too many locations.
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