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Randall issue causing stutter


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#1 Vandervecken

Vandervecken
  • Member
  • 176 posts

Posted 03 August 2009 - 10:28 PM

I have discovered a set of scripts that fire and cause stutter because they look for Randall to have a conversation while he is not in the party. I reproduce information from here:
http://www.shsforums...showtopic=41762

IF
Global("RandallJoin","GLOBAL",4)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327715)) // Running block 1554 of baldur.BCS
SetGlobal("RandallJoin","GLOBAL",5)
SetGlobalTimer("RandallQuest","GLOBAL",FIVE_DAYS)
END

IF
GlobalTimerExpired("RandallQuest","GLOBAL")
Global("RandallJoin","GLOBAL",5)
!Global("Chapter","GLOBAL",4)
!Global("Chapter","GLOBAL",5)
!Global("Chapter","GLOBAL",7)
!AreaType(CITY)
AreaType(OUTDOOR)
!AreaCheck("AR2500")
!AreaCheck("AR1901")
XPGT(Player1,250000)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327716)) // Running block 1555 of baldur.BCS
Wait(2)
SetGlobal("RandallJoin","GLOBAL",6)
CreateCreatureObjectOffScreen("RanNec1",Player1,0,0,0) // Necromancer
CreateCreatureObjectOffScreen("RanSke1",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke2",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke3",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke4",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke5",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke6",Player1,0,0,0) // Strong Skeleton
END

IF
Global("RandallJoin","GLOBAL",6)
!Dead("Randall")
Dead("RanNec1") // Necromancer
CombatCounter(0)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327717)) // Running block 1556 of baldur.BCS
SetGlobal("RandallJoin","GLOBAL",7)
END

IF
Global("RandallJoin","GLOBAL",7)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327718)) // Running block 1557 of baldur.BCS
ActionOverride("Randall",StartDialog("RandallJ",[PC]))
END

IF
Global("RandallJoin","GLOBAL",8)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327719)) // Running block 1558 of baldur.BCS
SetGlobal("RandallJoin","GLOBAL",9)
SetGlobalTimer("RandallQuest2","GLOBAL",TEN_DAYS)
END


Somehow we got on this train while Randall was NOT in the party. I had dropped him off at some point I'm not sure of.
I do now recall that I have kept having necromancer encounters.
Attempting to initiate conversations with people who aren't there causes difficulties.
I went to see Randall and let 1557 fire, and now it has cleared.
I can't get randall to join me (he has nothing to say to me) but I'm sure that's not too hard to force an NPC into your party.
If not, I can always go back and see him in 10 days, or manipulate the variables. This is a bug for the RoT team.

Hope this is useful. My RoT version is 2.1.

Cheers
vandervecken

#2 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 09 August 2009 - 07:29 AM

I have discovered a set of scripts that fire and cause stutter because they look for Randall to have a conversation while he is not in the party. I reproduce information from here:
http://www.shsforums...showtopic=41762

IF
Global("RandallJoin","GLOBAL",4)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327715)) // Running block 1554 of baldur.BCS
SetGlobal("RandallJoin","GLOBAL",5)
SetGlobalTimer("RandallQuest","GLOBAL",FIVE_DAYS)
END

IF
GlobalTimerExpired("RandallQuest","GLOBAL")
Global("RandallJoin","GLOBAL",5)
!Global("Chapter","GLOBAL",4)
!Global("Chapter","GLOBAL",5)
!Global("Chapter","GLOBAL",7)
!AreaType(CITY)
AreaType(OUTDOOR)
!AreaCheck("AR2500")
!AreaCheck("AR1901")
XPGT(Player1,250000)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327716)) // Running block 1555 of baldur.BCS
Wait(2)
SetGlobal("RandallJoin","GLOBAL",6)
CreateCreatureObjectOffScreen("RanNec1",Player1,0,0,0) // Necromancer
CreateCreatureObjectOffScreen("RanSke1",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke2",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke3",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke4",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke5",Player1,0,0,0) // Strong Skeleton
CreateCreatureObjectOffScreen("RanSke6",Player1,0,0,0) // Strong Skeleton
END

IF
Global("RandallJoin","GLOBAL",6)
!Dead("Randall")
Dead("RanNec1") // Necromancer
CombatCounter(0)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327717)) // Running block 1556 of baldur.BCS
SetGlobal("RandallJoin","GLOBAL",7)
END

IF
Global("RandallJoin","GLOBAL",7)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327718)) // Running block 1557 of baldur.BCS
ActionOverride("Randall",StartDialog("RandallJ",[PC]))
END

IF
Global("RandallJoin","GLOBAL", 8)
THEN
RESPONSE #100
ActionOverride(Player1,DisplayString(Myself,327719)) // Running block 1558 of baldur.BCS
SetGlobal("RandallJoin","GLOBAL",9)
SetGlobalTimer("RandallQuest2","GLOBAL",TEN_DAYS)
END


Somehow we got on this train while Randall was NOT in the party. I had dropped him off at some point I'm not sure of.
I do now recall that I have kept having necromancer encounters.
Attempting to initiate conversations with people who aren't there causes difficulties.
I went to see Randall and let 1557 fire, and now it has cleared.
I can't get randall to join me (he has nothing to say to me) but I'm sure that's not too hard to force an NPC into your party.
If not, I can always go back and see him in 10 days, or manipulate the variables. This is a bug for the RoT team.

Hope this is useful. My RoT version is 2.1.

Cheers
vandervecken

What happens if you add InParty("Randall") to the trigger section of the blocks?

It takes a village...


#3 Vandervecken

Vandervecken
  • Member
  • 176 posts

Posted 09 August 2009 - 10:12 AM

I added it whenever it is necessary, i.e. whenever the Necromancer & cronies spawn, and whenever he tries to have a talk.
It fixes the problem.

Cheers,
Vandervecken