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Salk

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Everything posted by Salk

  1. Hello, polytope. Thanks for the advice. I had already gone for solution 1 but I wanted to know if there were other better solutions available hence this topic. My script block was this: IF See([PC]) Allegiance(Myself,ENEMY) THEN RESPONSE #100 Panic() END I wanted to add a CheckStat for panic as trigger but I read that it only returns true for magically induced panicked state. About the impassable NPC flags for doors instead, I guess I could revert the flag when the panicked state stops (creature death).
  2. Hello! I was wondering which is the easiest and simplest way to make sure that a neutral creature that turns hostile is just going to run from the fight in a panicked state. Also, I'd need to make sure that the panicked creature won't leave the area. Thanks!
  3. Now it's been some time but I think that originally I didn't have a state number but rather something like you suggested: newstate1. But if I remember well, things wouldn't work because later in the code I have: /****** TELMAN ******/ APPEND TELMAN IF WEIGHT #6 ~Global("TenyaStory","GLOBAL",1) ~ THEN BEGIN 15 // from: SAY @209 /* ~You again?~ */ IF ~~ THEN EXTERN ~SONNER~ 27 END END And there I should also replace 27 with newstate1. I think it wouldn't work and that's why I changed to a direct state number, but unfortunately at the moment I am unable to test it. Thanks for the advice about ALTER_TRANS. I usually use ADD_TRANS_ACTION and ADD_STATE_TRIGGER but I seem to remember that in some cases I was sort of forced to use ALTER_TRANS.
  4. Hello! I have the following code (#gfisherdlg.d): /****** SONNER ******/ EXTEND_TOP SONNER 4 IF ~Global("TenyaStory","GLOBAL",1)~ THEN REPLY @210 /* ~The child has said that you killed her mother and have been taking far too much from the seas. I don't like being used, Sonner. It makes me... angry.~ */ EXTERN ~TELMAN~ 6 END ALTER_TRANS SONNER BEGIN 8 END BEGIN 0 END BEGIN "ACTION" ~SetGlobal("HelpJebadoh","GLOBAL",3) EraseJournalEntry(%sonnjour1%) EraseJournalEntry(%sonnjour2%) EraseJournalEntry(%sonnjour3%) EraseJournalEntry(%sonnjour4%) EraseJournalEntry(%sonnjour5%) EraseJournalEntry(%sonnjour6%) EraseJournalEntry(%sonnjour7%) EraseJournalEntry(%sonnjour8%) EraseJournalEntry(%sonnjour9%)~ END ALTER_TRANS SONNER BEGIN 10 END BEGIN 0 END BEGIN "ACTION" ~SetGlobal("HelpJebadoh","GLOBAL",3) EraseJournalEntry(%sonnjour1%) EraseJournalEntry(%sonnjour2%) EraseJournalEntry(%sonnjour3%) EraseJournalEntry(%sonnjour4%) EraseJournalEntry(%sonnjour5%) EraseJournalEntry(%sonnjour6%) EraseJournalEntry(%sonnjour7%) EraseJournalEntry(%sonnjour8%) EraseJournalEntry(%sonnjour9%)~ END ALTER_TRANS SONNER BEGIN 13 END BEGIN 0 END BEGIN "ACTION" ~SetGlobal("HelpJebadoh","GLOBAL",3) EraseJournalEntry(%sonnjour1%) EraseJournalEntry(%sonnjour2%) EraseJournalEntry(%sonnjour3%) EraseJournalEntry(%sonnjour4%) EraseJournalEntry(%sonnjour5%) EraseJournalEntry(%sonnjour6%) EraseJournalEntry(%sonnjour7%) EraseJournalEntry(%sonnjour8%) EraseJournalEntry(%sonnjour9%)~ END ALTER_TRANS SONNER BEGIN 14 END BEGIN 1 END BEGIN "TRIGGER" ~Global("HelpJebadoh","GLOBAL",1)~ END EXTEND_BOTTOM SONNER 14 IF ~~ THEN REPLY @211 /* ~You will die for your trickery!~ */ DO ~SetGlobal("HostileFishermen","GLOBAL",1)~ EXIT END ALTER_TRANS SONNER BEGIN 17 END BEGIN 0 END BEGIN "ACTION" ~SetGlobal("HelpJebadoh","GLOBAL",3)~ END ALTER_TRANS SONNER BEGIN 18 END BEGIN 0 END BEGIN "ACTION" ~GivePartyGoldGlobal("FisherPrice","GLOBAL") AddexperienceParty(1000) GiveItem("BLUN03",[PC]) ActionOverride("Telman",EscapeArea()) ActionOverride("Jebadoh",EscapeArea()) EscapeArea() EraseJournalEntry(%sonnjour2%) EraseJournalEntry(%sonnjour3%) EraseJournalEntry(%sonnjour4%) EraseJournalEntry(%sonnjour5%) EraseJournalEntry(%sonnjour6%) EraseJournalEntry(%sonnjour7%) EraseJournalEntry(%sonnjour8%) EraseJournalEntry(%sonnjour9%)~ "SOLVED_JOURNAL" ~#%sonnjour10%~ END APPEND SONNER IF WEIGHT #6 ~Global("TenyaStory","GLOBAL",1)~ THEN BEGIN 27 // from: SAY @209 /* ~You again?~ */ IF ~~ THEN REPLY @210 /* ~The child has said that you killed her mother and have been taking far too much from the seas. I don't like being used, Sonner. It makes me... angry.~ */ EXTERN ~TELMAN~ 6 END END /****** JEBADO ******/ REPLACE_STATE_TRIGGER JEBADO 10 ~Global("HelpJebadoh","GLOBAL",2)~ ALTER_TRANS JEBADO BEGIN 7 END BEGIN 0 END BEGIN "ACTION" ~~ "EPILOGUE" ~EXTERN SONNER 7~ END APPEND JEBADO IF WEIGHT #7 ~Global("TenyaStory","GLOBAL",1) ~ THEN BEGIN 12 // from: SAY @209 /* ~You again?~ */ IF ~~ THEN EXTERN ~SONNER~ 27 END END /****** TELMAN ******/ APPEND TELMAN IF WEIGHT #6 ~Global("TenyaStory","GLOBAL",1) ~ THEN BEGIN 15 // from: SAY @209 /* ~You again?~ */ IF ~~ THEN EXTERN ~SONNER~ 27 END END /****** TENYA ******/ ALTER_TRANS TENYA BEGIN 2 END BEGIN 0 END BEGIN "ACTION" ~GiveItemCreate("minhp1","TENYA",0,0,0) ActionOverride("TENYA",FillSlot(SLOT_AMULET)) Enemy()~ END ALTER_TRANS TENYA BEGIN 5 END BEGIN 0 END BEGIN "ACTION" ~SetGlobal("TenyaHit","GLOBAL",2) ChangeEnemyAlly(Myself,NEUTRAL) ClearAllActions() ActionOverride(Player1,ClearAllActions()) ActionOverride(Player2,ClearAllActions()) ActionOverride(Player3,ClearAllActions()) ActionOverride(Player4,ClearAllActions()) ActionOverride(Player5,ClearAllActions()) ActionOverride(Player6,ClearAllActions()) SetGlobal("TenyaStory","GLOBAL",1)~ END ALTER_TRANS TENYA BEGIN 5 END BEGIN 1 END BEGIN "ACTION" ~SetGlobal("TenyaHit","GLOBAL",2) ChangeEnemyAlly(Myself,NEUTRAL) ClearAllActions() SetGlobal("TenyaStory","GLOBAL",1) EraseJournalEntry(%sonnjour1%) EraseJournalEntry(%sonnjour2%) EraseJournalEntry(%sonnjour3%) EraseJournalEntry(%sonnjour4%) EraseJournalEntry(%sonnjour5%) EraseJournalEntry(%sonnjour6%) EraseJournalEntry(%sonnjour7%) EraseJournalEntry(%sonnjour8%) EraseJournalEntry(%sonnjour9%)~ END ALTER_TRANS TENYA BEGIN 10 END BEGIN 0 END BEGIN "ACTION" ~SetGlobal("HelpTenya","GLOBAL",2) TakePartyItem("MISC53") AddexperienceParty(1000) SetGlobal("TalkedToTenya","GLOBAL",1) ForceSpell(Myself,DRYAD_TELEPORT) SetGlobal("HelpJebadoh","GLOBAL",3) EraseJournalEntry(%sonnjour1%) EraseJournalEntry(%sonnjour2%) EraseJournalEntry(%sonnjour3%) EraseJournalEntry(%sonnjour4%) EraseJournalEntry(%sonnjour5%) EraseJournalEntry(%sonnjour6%) EraseJournalEntry(%sonnjour7%) EraseJournalEntry(%sonnjour8%) EraseJournalEntry(%sonnjour9%)~ END ALTER_TRANS TENYA BEGIN 16 END BEGIN 0 END BEGIN "EPILOGUE" ~GOTO 13~ END There is an incompatibility with a BG1 NPC project component that already modifies SONNER.DLG, adding a few states. The code above assumes that state 27 in SONNER.DLG is the next free state when it is not. The code under /****** TELMAN ******/ also uses EXTERN to reference state 27. At first I thought I could use READ_SHORT 0x8 statesnum to count the number of states and replace 27 with "(%statesnum% + 1) but I don't think it works. Any suggestions? Thanks!
  5. Thanks, jastey and mickabouille!
  6. Hello! Does anyone know if the game engine (classic) capitalizes tokens' first letter after punctuations like full period or question and exclamation marks? Thanks!
  7. I used to install the BGT Tweak component for it because I didn't know you took care of that inside SRR. One thing to remove from my installation list then.
  8. Yes, of course. I misunderstood the ""Disable hostile reaction after charm" was one of the very first things I ever did in SRR part...
  9. This is interesting. That is one of the ToBEx engine changes. You mean that SRR allows for it without ToBEx?
  10. Thanks to BG2:Improved GUI, BGT can have that too. I am one of those that still play BGT and at this point I doubt I will ever do the transition to the EE game. I wrote my own (few mods) with BGT in mind and both BGT and ToBEx are still actively supported (luckily for me) by talented modders. In my BGT playthrough of several years ago (and since then, there has been improvement made by skellytz and more there will be), I didn't experience any kind of crash. My mod list was rather long but I didn't have any particular big modification. To me the only real advantage of the EE version (for which, by the way, I am grateful - I bought the games, of course...) is the engine / opcodes additions.
  11. Hello, Cam! This fix: // tbd, cam // disable silke's chap-7-specific dialogue that implies she's at the coronation, when she's still in beregost ADD_TRANS_TRIGGER silke 12 ~False()~ DO 0 // leads to silke dialogue about a 'wondrous party' ADD_TRANS_TRIGGER silke 17 ~False()~ DO 2 // reply mentions you're there to save the dukes is really necessary, considering State 12 and 17 have Global("Chapter","GLOBAL",7) as state trigger?
  12. Well, I am glad to report that everything went smoothly.
  13. Thanks for your help, guys. I'll experiment.
  14. Sounds promising but I have a question: dialogue files can be modified so the responses position could theoretically change? EDIT: Also, if it is the first response, why add + 8? EDIT 2: Additionally, shouldn't I use READ_STRREF instead of READ_LONG to get the string number?
  15. Hello, jastey! That is exactly what I need to do. Not add custom journal entries and then remove them but rather change existing scripts that contain the EraseJournalEntry() action. The problem is that I cannot use a fixed StrRef when I attempt to do this on Baldur's Gate Trilogy because the dialog.tlk is modified at installation and BG1 StrRef can be different than what they were before. Example for one journal entry: "Dear, absent-minded Phlydia has lost another of her books: "The History of Halruaa," this time. Last time she was at Candlekeep, she lost an entire four-volume set in the hay we keep for the cows." This journal entry use #16002 in Baldur's Gate but in BGT it is using #74453 in my current installation and I am quite sure that the string number may differ depending on the presence of other modifications that may even go as far as modify the text. So I fear a different method is needed.
  16. Hello! Sometimes I found myself needing to patch a .bcs or .dlg content to remove an existing journal entry and I am wondering if someone could tell me how to do it correctly with WeiDu. Thanks!
  17. Hello, ahungry. There has been other updates between this one and 3.5 but I failed to announce them here. Please understand that this modification's not compatible with the EE version of the game and was tested properly by me only on Baldur's Gate Trilogy.
  18. Cursed Items Revision v4.0 is out. Change Log: Added compatibility with Item Revisions Revised Added compatibility with Salk's BG2 EE style game text update Corrected typo in .tp2 I was unable to test Cursed Items Revision on EasyTuTu due to the fact that non-modded EasyTuTu crashes on my system after starting "New Game".
  19. Here's a zip file containing all the .tra files (18 out of the original 20) that need replacing in the English folder . WoTEngLang.7z
  20. The GTU has been updated (1.1) to fix an original VO issue with two NPCs.
  21. Thanks for the info, TotoR! I have been updating the text of the WoP because some part of it were quite messed up (mostly the text taken directly from Ascension). Let me know if you would like to use those updated .tra files (assuming you play in English).
  22. Thanks for the recommendation, polytop! I actually spoke about your nice polyvorp modification with IRR's author ( @Bartimaeus) and he also appreciates it and believes that IR(R) and polyvorp can actually co-exist. With the obvious caveat of the Ravager weapon, of course. The vorpal mechanic itself could easily be used by Item Revisions items that include a vorpal effect, after all, right? Cheers!
  23. Hello! I installed this nice modification of yours and I discovered it overrides the Axe of Unyielding's, the Silver Sword's and the Ravager's item description. Since I am a Item Revisions Revised user this cause a rather big compatibility problem, especially with the Halberd's properties because Item Revisions (Revised) removes the Vorpal effect from it. For the next version, could you please take this in consideration? Thanks!
  24. Hello! I was installing The Wheel of Prophecy v8.5 on BGT and I got a bunch of parse errors compiling dw#balme.baf because STATE_IMMOBILE and STATE_DISABLED were not found in state.ids. My suspicion is that the modification needs to append the state.ids with the new states for the classic games. The installation completes successfully though. I have attached the weidu.log up to that point in case it may be of any use. WeiDU.log
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