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#41 Turambar

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Posted 28 October 2010 - 08:14 AM

I've tried to check that code, installing it and using the NI tool.
NI says, there's just one block with problems:
IF
	AreaCheck("AR1203")
	Global("KR_HELPERS_SPAWNED","GLOBAL",0)
THEN
	RESPONSE #100
		SetGlobal("KR_HELPERS_SPAWNED","GLOBAL",1)
		CreateCreature("Help",[689.512],0)
		CreateCreature("Help",[886.688],0)
		CreateCreature("Help",[1035.913],0)
		CreateCreature("Help",[883.1346],0)
		CreateCreature("Help",[1103.1429],0)
		CreateCreature("Help",[2320.1700],0)
		CreateCreature("Help",[2064.1909],0)
		CreateCreature("Help",[1747.1987],0)
		CreateCreature("Helper",[700.600],0)
		SetGlobal("KRHelper","LOCALS",1)
		Continue()
END
It won't trigger as the creature is in another area, but still, I wonder where it comes from. As it's prefixed by KensaiRyu, I can't change it, unless I rename it

edit: I've just seen that the dragons have been added to the small teeth pass area, so the name is correct

Edited by Turambar, 28 October 2010 - 08:42 AM.

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#42 Mike1072

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Posted 28 October 2010 - 12:19 PM

In the code, I've written two different sets of instructions to see if spell.ids contains some particular lines. Which is best?

COPY_EXISTING - ~spell.ids~ ~override~
	SPRINT iceshard ~Forcespell(Lastseenby(Myself),COM_ICE_SHARD)~
BUT_ONLY
IF ~COM_ICE_SHARD~
ACTION_IF (IDS_OF_SYMBOL (~spell~ ~COM_ICE_SHARD~)>0) BEGIN
	OUTER_SPRINT iceshard ~Forcespell(Lastseenby(Myself),COM_ICE_SHARD)~
END

I much prefer option number two. In either case, you might want to initialise the iceshard variable (to ~~, presumably) beforehand.

#43 Turambar

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Posted 29 October 2010 - 08:40 AM


In the code, I've written two different sets of instructions to see if spell.ids contains some particular lines. Which is best?

COPY_EXISTING - ~spell.ids~ ~override~
	SPRINT iceshard ~Forcespell(Lastseenby(Myself),COM_ICE_SHARD)~
BUT_ONLY
IF ~COM_ICE_SHARD~
ACTION_IF (IDS_OF_SYMBOL (~spell~ ~COM_ICE_SHARD~)>0) BEGIN
	OUTER_SPRINT iceshard ~Forcespell(Lastseenby(Myself),COM_ICE_SHARD)~
END

I much prefer option number two. In either case, you might want to initialise the iceshard variable (to ~~, presumably) beforehand.

The initialisation is already in the code (see post before); thanks for your suggestion

I've tested the area and the dragons, and they appear to be working really well (ouch!)

Edited by Turambar, 29 October 2010 - 01:01 PM.

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#44 Fennek

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Posted 05 November 2010 - 08:28 PM

I have some questions regarding BP and BWP:

Brown Dragon / Small Teeth Pass component: Does the dragon spawn in the Small Teeth Pass? Shouldn't that be about three dragons? (And, with other mods, even more... I guess up to 6) And is this brown dragon used somewhere else by BP?
(I thought the brown dragon would be used by the Improved Suldanessalar component; and there's also a brown dragon from Kensai Ryu's DSoA, which appears in the Druid Grove; I just want to take care that we don't have two dragons spawning at the same place when throwing all these mods together...)

AI: Do you plan to provide some more compatibility with SCSII by either figuring out what has to be done in SCSII (or BP), or by splitting the AI component of BP for another time (into 'AI' and 'encounters' like the Improved Twisted Rune, Improved Guarded Compound, Encounter with Horred etc., which do not have components of their own).

#45 Turambar

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Posted 06 November 2010 - 03:35 AM

Brown Dragon / Small Teeth Pass component: Does the dragon spawn in the Small Teeth Pass? Shouldn't that be about three dragons? (And, with other mods, even more... I guess up to 6) And is this brown dragon used somewhere else by BP?
(I thought the brown dragon would be used by the Improved Suldanessalar component; and there's also a brown dragon from Kensai Ryu's DSoA, which appears in the Druid Grove; I just want to take care that we don't have two dragons spawning at the same place when throwing all these mods together...)

The improved suldanesselar uses a red dragon; the small teeth pass spawns up to 6 dragons (depending on game difficulty and number in party and level) in the small teeth pass.
List of dragons: -The brown dragon is the same as KR's in DSoA; it just spawns in a different area, too;
- There are one or two vanilla dragons;
- There's a topaz dragon from TDD (whoever coded this component forgot to copy half of those resources into the BP folder, in fact requiring all other mods to be installed for them to behave properly, but I think I've fixed that)
- There's the dragon from suldanesselar.

I have renamed some of them and will check the DVs; otherwise, killing them could break other quests from TDD.
I'm sure (I've revised them both) that there aren't any problems between this component and improved suldanesselar.

I'm only working on side components, so I have no clue about the second question (Miloch's working on that).

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#46 Turambar

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Posted 06 November 2010 - 08:08 AM

I've done some more work on the dragons - improved small teeth pass.
New tra-strings (it and en):

@452 = ~Scaglie di Drago Blu~
@453 = ~Queste sono scaglie provenienti dalla tana di un potente Drago di Topazio. Le scaglie conservano le proprietà del drago di resistere al freddo e hai sentito dire che esperti forgiatori potrebbero creare degli utili oggetti da queste scaglie.~
@454 = ~Bulbo Oculare di un Drago~

@452 = ~Blue Dragon Scales~
@453 = ~These are scales from the hide of a mighty topaz dragon. The scales carry the cold resisting properties of the dragon and it has been heard that experienced forgers can make useful items from such things.~
@454 = ~Dragon Eyeball~


I'll re-attach the code and folder soon, but there's still a missing resource.
I've removed the ADD_SPELL because that spell doesn't need to be in an ids; I've used ForceSpellRES actions, which claim they only need a resource

ok it was a known typo(a wrong vvc effect), so here it is:
Attached File  BrownDragon.rar   15.93K   219 downloads
Attached File  brndrg.tp2   3.98K   273 downloads
(the attached .tp2 's first lines, those above BEGIN, were only used to test that cod; I'll also write the code below).
/////////////////////SMALL TEETH PASS//////////////////////////

// Brown Dragon code by Hlidskialf; Brown Dragon by Kensai Ryu

BEGIN @395

APPEND ~spell.ids~ ~2302 WIZARD_REMOVE_MAGIC~ UNLESS ~WIZARD_REMOVE_MAGIC~

COPY ~BPv180/BrownDragon/BPDRGTP.spl~ ~override~	//topaz breath
COPY ~BPv180/BrownDragon/TOPAZEYE.itm~         ~override~
  SAY NAME1 @454
  SAY NAME2 @454 
  SAY DESC @454
COPY ~BPv180/BrownDragon/SCALBLUE.itm~         ~override~
  SAY NAME1 @452
  SAY NAME2 @452
  SAY DESC @453

  
OUTER_SPRINT iceshard ~~

ACTION_IF (IDS_OF_SYMBOL (~spell~ ~COM_ICE_SHARD~)>0) BEGIN
	OUTER_SPRINT iceshard ~Forcespell(Lastseenby(Myself),COM_ICE_SHARD)~
END

COMPILE EVALUATE_BUFFER ~BPv180/BrownDragon/baf~

ACTION_BASH_FOR ~BPv180/BrownDragon/FileDump~ ~.*~ BEGIN
	ACTION_IF NOT FILE_EXISTS_IN_GAME ~%BASH_FOR_FILE%~ BEGIN
		COPY ~BPv180/BrownDragon/FileDump/%BASH_FOR_FILE%~ ~override~	//don't copy if exists
	END
END

COPY ~BPv180/BrownDragon/bpdragtp.cre~      ~override~       
	SAY NAME1 @451																//@451 must be topaz dragon
	SAY NAME2 @451
	PATCH_IF NOT FILE_EXISTS_IN_GAME ~BPWDASGT.bcs~ BEGIN
		WRITE_ASCII %SCRIPT_DEFAULT% ~WDASIGHT~
	END

COPY ~BPv180/BrownDragon/bpdrgbrn.cre~      ~override~       
	SAY NAME1 @450																//@450 must become Brown Dragon
	SAY NAME2 @450
	
ACTION_IF NOT FILE_EXISTS_IN_GAME ~BPSULDRA.cre~ BEGIN
	COPY ~BPv180/SULDAN/BPSULDRA.CRE~ ~override~			//compatibility all right?
	COMPILE ~BPv180/SULDAN/BPSULDRA.baf~
END
EXTEND_BOTTOM ~AR1700.bcs~ ~BPv180/BrownDragon/bAR1700.bcs~

Edited by Turambar, 06 November 2010 - 08:25 AM.

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#47 Fennek

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Posted 06 November 2010 - 07:56 PM

@Turambar: Thanks! Nice, that there will be no problems with the TDD dragon etc.

One more question: Do you have any idea if this is also true for the Kiara-Zaiya-mod's dragon? (Original Amaralis battle-component). I did some tests about one year ago and sometimes this dragon spawned, sometimes not... Probably because there was already a dragon on its spawn point.

#48 Turambar

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Posted 07 November 2010 - 12:26 AM

@Turambar: Thanks! Nice, that there will be no problems with the TDD dragon etc.

One more question: Do you have any idea if this is also true for the Kiara-Zaiya-mod's dragon? (Original Amaralis battle-component). I did some tests about one year ago and sometimes this dragon spawned, sometimes not... Probably because there was already a dragon on its spawn point.

I actually don't know if there have ever been problems with that dragon; anyway, I believe that using proper prefixes is always better.

Where should K-Z's dragon spawn and what kind of dragon is it?

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#49 Fennek

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Posted 07 November 2010 - 02:12 AM

Sorry, made a mistake. Amaralis etc. were a group of headhunters in the Small Teeth Pass who were buggy - no dragon involved. The purple one was from TDD or BP, iirc, so there's actually no problem here.

#50 Miloch

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Posted 09 November 2010 - 02:22 AM

AI: Do you plan to provide some more compatibility with SCSII by either figuring out what has to be done in SCSII (or BP), or by splitting the AI component of BP for another time (into 'AI' and 'encounters' like the Improved Twisted Rune, Improved Guarded Compound, Encounter with Horred etc., which do not have components of their own).

I wasn't planning on splitting anything that isn't already, but if I was, I'd have to know what the constituents would be (and I don't, nor do I think there's any clear indication of what you've mentioned in the tp2). Once the patching-compatibility is done, you should be able to install BP and SCS2 in any order, which means whichever is last will prevail. You couldn't really have a creature running scripts from both mods anyway (just from one is more than enough blocks to run through), but of course you could have creatures that use BP AI and others that use SCS AI; although the mods patch some of the same creatures, they also patch different ones.

@Turambar: the fj_area_structure function is now in WeiDU, so we don't have to include it separately.

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#51 Fennek

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Posted 09 November 2010 - 07:04 AM

@Miloch: Thanks, sounds great to have both working with each other! :cheers: :Bow:

#52 Miloch

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Posted 18 December 2010 - 10:42 PM

Well I finished patching the creatures and spells in the main component, so I guess I'll move on to scripts (:ph34r:).

I've changed the code so that it only compiles the BPorcus script if BPcore is installed; otherwise, he'll use Demogorgon's script.

Wouldn't it be better to put BP's IDS stuff etc in a separate file and including that when necessary, or making it a separate component (and requiring that it is installed) or something?

Anything that more than one component needs should go in an ALWAYS statement at the beginning. Certainly, IDS appends can go in there - since they should be using UNLESS they won't get appended more than once.

edit: does REPLACE_TEXTUALLY used like this:

COPY_EXISTING ~AR0041.BCS~          ~override~
  REPLACE_TEXTUALLY ~BPv180/SNIP/oAR0041.bcs~ ~BPv180/SNIP/nAR0041.bcs~
BUT_ONLY_IF_IT_CHANGES
replace the content of the first file with the content of the second, or should I change those lines?

No. That is wrong. Whoever wrote it apparently thought REPLACE_TEXTUALLY worked like REPLACE_BCS_BLOCK. Depending on the contents of the bcs files you should change it to a proper REPLACE_TEXTUALLY, or change REPLACE_TEXTUALLY back to REPLACE_BCS_BLOCK.

Turambar, I thought I already gave you this link for revising those, but anyway there it is again.

er... I hadn't really understood that problem yet. Ok, I'll start working on those which are in the extra components then.

Turambar, did you ever do any work on script patching?

These are the components I have from you, is there anything else?
- Brown Dragon
- Suldanessar
- Spellhold
- Xvart Village
- Level 50 Rules

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#53 Turambar

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Posted 19 December 2010 - 06:41 AM

Turambar, did you ever do any work on script patching?

These are the components I have from you, is there anything else?
- Brown Dragon
- Suldanessar
- Spellhold
- Xvart Village
- Level 50 Rules

There were one or two script patches in my tweakpack, but nothing important.

I had worked on the Orcus component as well, and I've received an answer by Horred to those questions (darkness and magic resistance,...) I had asked, so I'll finish that soon.

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#54 Miloch

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Posted 19 December 2010 - 06:11 PM

There were one or two script patches in my tweakpack, but nothing important.

Everything is important :). If you tell me which ones or just paste the code here, I'll look into including it. We should be able to code it so it doesn't apply the same fix twice (via ACTION_IF NOT MOD_IS_INSTALLED or whatever).

I had worked on the Orcus component as well, and I've received an answer by Horred to those questions (darkness and magic resistance,...) I had asked, so I'll finish that soon.

Oh, right. I forgot about that fixed BAM too - here it is:
Attached File  iwandorc.bam   1.72K   203 downloads
So you should have everything you need now, aye?

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#55 Turambar

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Posted 20 December 2010 - 02:13 PM

There were one or two script patches in my tweakpack, but nothing important.

Everything is important :). If you tell me which ones or just paste the code here, I'll look into including it. We should be able to code it so it doesn't apply the same fix twice (via ACTION_IF NOT MOD_IS_INSTALLED or whatever).

No creature scripts were involved but just area scripts: eg, the Gerde fix for BGT; the Xvart village fix which has to do with the subcomponent I've already treated, rather than with the main componnet.
The 'fix invalid scripts' component does not patch any script, but it gives scripts to creatures who are lacking them.
The only thing I believe should be copied into the BP main component is the wolf-fix: BG1 vampiric wolf was undead-mage and could thus speak (for example, he insulted Kivan for shooting him with a bow); I turned it into a vampiric wolf and changed his class script to the same as BG2 wolfva (The code could (and will) be simplified with INNER_PATCH_FILE, but I didn't know it when I wrote that. Actually, if you fix it, I don't even know if it can be useful to keep it).
COPY_EXISTING - ~wolfva01.cre~ ~override/wolfva01.cre~			//read only

	FOR (i=%SCRIPT_OVERRIDE% ; i<=%SCRIPT_DEFAULT% ; i += <img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' /> BEGIN		//humanoid script

		READ_ASCII %i% test

		PATCH_IF NOT ("%test%" STRING_MATCHES_REGEXP "BP.*") BEGIN		//BP script: NOT means it DOES

			SPRINT script "%test%"

			i= %SCRIPT_DEFAULT%+1										//finish loop

		END

	END

BUT_ONLY	//never



ACTION_IF NOT VARIABLE_IS_SET script BEGIN

	OUTER_SPRINT script "%BPWDASGT%"

END



COPY_EXISTING ~wolfva.cre~ ~override/wolfva.cre~

	WRITE_BYTE 0x271 4			//general undead

	WRITE_BYTE 0x272 117		//race wolf

	WRITE_BYTE 0x273 147		//class wolfva

	FOR (i=%SCRIPT_OVERRIDE% ; i<=%SCRIPT_DEFAULT% ; i += <img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' /> BEGIN		//check BP scripts

		READ_ASCII %i% test

		PATCH_IF (FILE_EXISTS_IN_GAME "%script%.bcs" AND NOT ("%test%" STRING_MATCHES_REGEXP "BP.*")) BEGIN		//BP script: NOT means it DOES

			WRITE_EVALUATED_ASCII %i% "%script%" #8

		END

	END

BUT_ONLY

Oh, right. I forgot about that fixed BAM too - here it is:
Attached File  iwandorc.bam   1.72K   203 downloads
So you should have everything you need now, aye?

Thanks! I do, at least yet.
BTW, could you put anything that other mods can use to identify the new version? Either by using a LABEL (which is new and older versions don't have), or by copying a file to the override folder (BPMILOCH.xxx)... I could use it in order to skip my wolf-fix if someone already has the BP fix for that

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#56 Miloch

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Posted 20 December 2010 - 06:08 PM

The code could (and will) be simplified with INNER_PATCH_FILE

I've never used that command, so you'd have to produce a working example for me to see it in action (more useful than the example in the WeiDU documentation).

BTW, could you put anything that other mods can use to identify the new version? Either by using a LABEL (which is new and older versions don't have), or by copying a file to the override folder

I guess I can LABEL the main component ~bpmain~ or something (let's assume it'll be that unless someone wants it called something else). Also I was going to change the mod's folder name to remove the version, and add the VERSION ~v181~ flag to the tp2 instead. So instead of the folder being called BPv181, just bp for the next version, unless someone objects to that. That advantage is you won't have to rename every reference in the mod's code to the hardcoded folder name, since it should always be the same in future versions. Instead, you can detect it easily from the tp2 VERSION, which will also show up in the WeiDU.log.

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#57 Turambar

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Posted 22 January 2011 - 07:01 AM

I've uploaded a new version of level 50 rules, which checks for a TDD or RoT installation in a better way (looks for some areas instead of the .bifs, which are sometimes skipped by BWP and substituted by just one Generalized biffing in the end)

Actually, I think that check could be completely disabled, as it fixes any CLAB table, with only 40 levels, from new kits, which are mostly installed between the mega-mods and the BP

Edited by Turambar, 22 January 2011 - 07:08 AM.

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#58 Mad Mate

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Posted 22 January 2011 - 10:32 AM

Great work, guys!!!
Can't wait!
Are you working on a new Ascension too?

#59 Miloch

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Posted 22 January 2011 - 01:55 PM

Are you working on a new Ascension too?

I am... sort of. Actually, it looks like erebusant and ScuD did most of the work already, but I need to go over it with respect to some of BP-Ascension's fixes. Ideally, folks should be able to install Ascension and then BP's Ascension components should patch that with what it wants to change.

@Turambar: don't know if you're still using it but fj_area_structure probably does what ADD_AREA_REGION_TRIGGER does a little more efficiently (I think). Any progress on the Orcus component?

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#60 Turambar

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Posted 23 January 2011 - 03:20 AM

@Turambar: don't know if you're still using it but fj_area_structure probably does what ADD_AREA_REGION_TRIGGER does a little more efficiently (I think). Any progress on the Orcus component?

not yet, but I think I could find some time for it. Anyway, I have some exams now, so I won't be able to work so much on the BP for one more month.

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