Jump to content


Photo

[Solved] AR7212.BCS - Missing resource

bug

  • Please log in to reply
2 replies to this topic

#1 Salk

Salk
  • Modder
  • 1411 posts

Donator

Posted 02 November 2022 - 04:12 AM

Hello, skellytz!

 

Correct me if I am wrong but it seems like BGT is using a non existent spell (BGKRYSTI) in one block of an area script.

 

 

IF
Global("Chapter","GLOBAL",8)
Global("ENDOFBG1","GLOBAL",0)
!Exists("Krystin")  // Krystin
!Dead("Krystin")  // Krystin
THEN
RESPONSE #100
CreateCreature("KRYSTI",[1349.973],0)  // Krystin
ReallyForceSpellRES("BGKRYSTI","Krystin")  // Krystin
END

 

Rather than open another topic I take the opportunity to ask here another question. CULT3.DLG has two actions in BGT:
 

 

TakePartyItem("DAGG10")
SetGlobal("Cult1","GLOBAL",1)
CreateCreature("CULTT1",[2716.877],0)
CreateCreature("CULTT2",[2707.1124],0)
CreateCreature("CULTT2",[2707.1124],0)
ActionOverride("CultWizard",MoveToPoint([2900.904]))
CreateCreature("CULTT3",[3045.773],0)
CreateCreature("CULTT3",[3054.1032],0)
CreateCreature("CULTT4",[2393.1044],0)
CreateCreature("CULTT4",[2406.848],0)
ActionOverride("CultArcher",MoveToPoint([2716.877]))
ForceSpell(Myself,DRYAD_TELEPORT)

 

 
and
 

 

TakePartyItem("DAGG10")
SetGlobal("Cult1","GLOBAL",1)
CreateCreature("CULTT1",[2716.877],0)
CreateCreature("CULTT2",[2707.1124],0)
CreateCreature("CULTT2",[2707.1124],0)
ActionOverride("Cult Wizard",MoveToPoint([2900.904]))
CreateCreature("CULTT3",[3045.773],0)
CreateCreature("CULTT3",[3054.1032],0)
CreateCreature("CULTT4",[2393.1044],0)
CreateCreature("CULTT4",[2406.848],0)
ActionOverride("CultArcher",MoveToPoint([2716.877]))
ForceSpell(Myself,DRYAD_TELEPORT)

 

Compared to the BG1 actions there is only one difference in the first block. Line 6 has "Cult Wizard" as opposed to "CultWizard".

 

They seem to be both legit actors but here's the interesting thing: Miloch in the BG1 Fiixpack changed both of them:

 

 

REPLACE_ACTION_TEXT ~cult3~ ~ActionOverride("Cult Wizard",MoveToPoint(\[2900.904\]))~ ~ActionOverride("Cult Wizard 1",MoveToPoint([2900.904]))~
REPLACE_ACTION_TEXT ~cult3~ ~ActionOverride("Cult Archer",MoveToPoint(\[2716.877\]))~ ~ActionOverride("cult fodder",MoveToPoint([2716.877]))~

Cult Wizard 1 and cult fodder are valid actors too. Do you have any idea which ones are truly right?


Edited by skellytz, 26 March 2023 - 06:33 AM.
topic tags


#2 skellytz

skellytz
  • Staff
  • 474 posts

Posted 05 November 2022 - 04:46 PM

Correct me if I am wrong but it seems like BGT is using a non existent spell (BGKRYSTI) in one block of an area script.

 

IF
Global("Chapter","GLOBAL",8)
Global("ENDOFBG1","GLOBAL",0)
!Exists("Krystin")  // Krystin
!Dead("Krystin")  // Krystin
THEN
RESPONSE #100
CreateCreature("KRYSTI",[1349.973],0)  // Krystin
ReallyForceSpellRES("BGKRYSTI","Krystin")  // Krystin
END

This seems to be a leftover from something Ascension64 wanted to do but probably discarded at some point. I don't know what the exact intention was.

 

Rather than open another topic I take the opportunity to ask here another question. CULT3.DLG has two actions in BGT:


TakePartyItem("DAGG10")
SetGlobal("Cult1","GLOBAL",1)
CreateCreature("CULTT1",[2716.877],0)
CreateCreature("CULTT2",[2707.1124],0)
CreateCreature("CULTT2",[2707.1124],0)
ActionOverride("CultWizard",MoveToPoint([2900.904]))
CreateCreature("CULTT3",[3045.773],0)
CreateCreature("CULTT3",[3054.1032],0)
CreateCreature("CULTT4",[2393.1044],0)
CreateCreature("CULTT4",[2406.848],0)
ActionOverride("CultArcher",MoveToPoint([2716.877]))
ForceSpell(Myself,DRYAD_TELEPORT)
 
and

TakePartyItem("DAGG10")
SetGlobal("Cult1","GLOBAL",1)
CreateCreature("CULTT1",[2716.877],0)
CreateCreature("CULTT2",[2707.1124],0)
CreateCreature("CULTT2",[2707.1124],0)
ActionOverride("Cult Wizard",MoveToPoint([2900.904]))
CreateCreature("CULTT3",[3045.773],0)
CreateCreature("CULTT3",[3054.1032],0)
CreateCreature("CULTT4",[2393.1044],0)
CreateCreature("CULTT4",[2406.848],0)
ActionOverride("CultArcher",MoveToPoint([2716.877]))
ForceSpell(Myself,DRYAD_TELEPORT)

 

Compared to the BG1 actions there is only one difference in the first block. Line 6 has "Cult Wizard" as opposed to "CultWizard".

 

They seem to be both legit actors but here's the interesting thing: Miloch in the BG1 Fiixpack changed both of them:

 

REPLACE_ACTION_TEXT ~cult3~ ~ActionOverride("Cult Wizard",MoveToPoint(\[2900.904\]))~ ~ActionOverride("Cult Wizard 1",MoveToPoint([2900.904]))~
REPLACE_ACTION_TEXT ~cult3~ ~ActionOverride("Cult Archer",MoveToPoint(\[2716.877\]))~ ~ActionOverride("cult fodder",MoveToPoint([2716.877]))~

They should be "CultWizard" and "CultArcher" matching the script names of the CREs that are spawned there. The "Cult Wizard" in the second action is a bug and will be fixed. Thanks!

 

Cult Wizard 1 and cult fodder are valid actors too. Do you have any idea which ones are truly right?

I'm not sure why Miloch did that. "Cult Wizard 1" is actually CULT2.cre which isn't even in this area. "Cult Fodder" is an unused CULT4.cre which doesn't have any items or XP and isn't even present in BGT.



#3 Salk

Salk
  • Modder
  • 1411 posts

Donator

Posted 05 November 2022 - 11:04 PM

Hello!

 

Thanks for the investigation in this matter.

 

I'm glad that my reports are not always wasting your time and lead to genuine issues.  :cheers:







Also tagged with one or more of these keywords: bug