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Icendoan

Member Since 07 Apr 2008
Offline Last Active May 21 2011 10:09 AM

Posts I've Made

In Topic: Newbie, Magic Resistance of Sarevok

17 December 2009 - 09:45 AM

This is without TotSC. Without TotSC he has a very high magic resistance. Since I assume you have installed TotSC for BGT, it would therefore be removed.

This is all IIRC, by the way. :P


Icen

In Topic: Scripting Help

17 December 2009 - 04:46 AM

Create Magical Weapon in Slot with Taimon's anti-Dispel hack?


Icen

In Topic: does a mod which can remove the extra spells added from mega mods like

21 November 2009 - 06:01 AM

Actually, iirc, Taimon's Hacks has done this, albeit only for a mage.


Icen

In Topic: General coding questions

18 November 2009 - 08:03 AM

Another query: Could someone explain or direct me to a tutorial that explains how the <<<<<<<< fileName fileBody >>>>>>>> .TP2 action works? The one about creating inlined files. It's all a little unclear.

I have a vague idea from reading the Weidu documentation, but could do with concrete examples and info on exactly what is going on.

Why would you use such an action? It seems to create a file via the .tp2 as far as i can tell, if so...why? Why bother, why not just create the file you want the 'normal' way.

Let's use the weidu docs example as a starting point, so i can ask some questions:

BEGIN ~MyMod Component 1~

<<<<<<<< .../mymod-inlined/myfile.baf
IF
True()
THEN
RESPONSE #100
Kill("Anomen")
END
>>>>>>>>

COMPILE ~.../mymod-inlined/myfile.baf~


Right, so the way I interpret this is as follows: From IF to END is the file, inclusive of the IF and END, and it is a .baf file, which is then compiled to a .BCS as per normal.


Yes. Although, I don't think you can nest inlined files (have one inside the other).

First of all, why would you do this, rather than creating an actual, separate file, say file1.baf with that code, and just compiling it?
My guess would be if you wanted to create a hotfix type thing, then it is easier to update just the .tp2 and distribute that, rather than a new file AND changes to the .tp2? Other than that, I do not see other uses immediately.


It is useful if you want something temporarily, such as a .bat file to organize files and folders, or to delete something. Immediate use isn't obvious, but it can be used. Another usage of it is the COPY flags, where you can COPY_EXISTING to an inlined file, which if you want to put your dialogue on the top of an already existing dialogue file without changes, you can.

Also, where does this file now go? To the override?

When it is COMPILEd, it goes to the override. If it is COPYed, it goes to the target directory. In both, the file is written to the hard disk and becomes a real file. If you do nothing with it, it is lost once WeiDU.exe closes (but whenever it runs through the .tp2 it will be generated again)

How does it get used? Does it not need to be attached to some area, or .CRE? (This is more a general question about scripts now, so fill in my lack of knowledge someone, please - if a .BCS is not "attached" to some area or creature does it act as some sort of global script file that is always running? I realise in this particular case whoever and whatever it may be attached to, Anomen will die, since true is always, er, true...).


Scripts do need to be 'attached' to things to be used, and this includes the game engine. Baldur.bcs is a script which the engine runs all the time, and is used globally. Also, some other scripts are referenced, such as a cutscene script for the PocketPlane Spell.

Once copied or compiled, your inlined script to kill Anomen becomes as real as any other script, so, it is used in exactly the same way.

Moreover, how do I access it and attach it to any area or .CRE since it isn't an actual file?


The moment it is COPYd or COMPILEd, it becomes a real file and is written to the hard disk, ready for the game to use. You would attach it to a .CRE or whatever as if it had always been a real file written to the hard disk.

Some of the above questions may not even make sense, so just correct me if i'm off track completely. Thanks.

Edit: Another little, unrelated to the above, query:

What, if any, is the limit to file size names. I came across a mention of such a limit in the following tutorial http://www.katbella.net/npcguide.htm, where it mentions that:

NPCs need to have a few different files to function properly in the game. This includes files that will hold all the NPCâââââ??¬Å¡¬ââââ??¬Å¾¢s dialogues if they are in the party, bantering, leaving the party, or just having their introductory talk with the PC. You can name these anything you want as long as it's 7 letter or less.

I'm unsure if this refers just to .d files being 7 characters or less, or any and all files (.d, .baf, .CRE etc) should always be 7 characters or less?

Also, what is the reason for this? I think I saw somewhere, someone saying 8 characters was the limit; I don't have a source for this one but any clarification on the matter would be great.


I believe 8 characters to be the limit to which the engine understands things. I assume all files have this limit, but this may not be the case.

Icen

In Topic: Item Revisions

27 October 2009 - 02:14 PM

You lose out on the wildly varying and interesting revisions, nothing more. Also, halberds would no longer be able to slash.


Icen