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Dec 31 2005, 06:52 AM
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#1
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Forum Member Posts: 58 Joined: 11-January 05 |
I ran into a slight problem when I ported from Bg1 to BG2, and figured out the fix for it. NeJ2 had not accounted for the importation of Minsc from BG1. He had no Boo, and the scripts were not set up to give him one. So, I wrote a block for Minsc.BCS to account for this. It works fine, and I cannot see how it would mess up NeJ in any way. It sits at the third block from the top:
CODE IF InParty("Minsc") !PartyHasItem("Boo")//No Boo the item !Exists("Boo")//No Boo the space hampster Global("VP_Boo","GLOBAL",0)//Global never has been set THEN RESPONSE #100 SetGlobal("VP_Boo","GLOBAL",1)//Indicates boo is healthy, or in item form GiveItemCreate("Boo",Myself,0,0,0) END It sets the VP_Boo global the same way it would be set if Boo had died, and done his day of penalty time. As is done in the second block from the top: CODE IF !PartyHasItem("Boo") GlobalTimerExpired("VP_NoBoo","GLOBAL")//Set when boo died, for ONE_DAY Global("VP_Boo","GLOBAL",2)//Also set when boo died, to indicate he is dead THEN RESPONSE #100 SetGlobal("VP_Boo","GLOBAL",1) GiveItemCreate("Boo",Myself,0,0,0) END Not only does this code create Boo on Minsc, it eliminates the need for overwriting MINSC8.CRE,MINSC10.CRE,etc! (Your current .tp2 does precisely this... I also have a question about this block, though I'm pretty sure you've already tested. From Boo.BCS: CODE IF Global("VP_BooThePet","GLOBAL",0) THEN RESPONSE #100 SetGlobal("VP_BooThePet","GLOBAL",1) MakeGlobal() END Does this work properly? Does the re-creation of Boo via item (next time the item is used) create a "global boo", after he does the DestroySelf()? I know the Boo entry is not erased from the .GAM file, just his Area location is...but does the new Boo line right up with the old entry? If you're not sure, let me know and I'll test this out. I'm curious! |
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Dec 31 2005, 07:59 PM
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#2
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![]() Mod Developer Posts: 1400 Joined: 19-April 05 |
Thank you for noticing this problem. We are well aware of it, moreover Boo related blocks in Minsc.BCS causes many problems to Minsc's script itself as preventing it from running properly. I have made a patch already but yours is also nice and I can include it if you wish.
[EDIT] QUOTE Does this work properly? Does the re-creation of Boo via item (next time the item is used) create a "global boo", after he does the DestroySelf()? I know the Boo entry is not erased from the .GAM file, just his Area location is...but does the new Boo line right up with the old entry? If you're not sure, let me know and I'll test this out. I'm curious! Everything works fine, there is no problem with Boo but the problem with triggering Minsc's dialogues only. This post has been edited by Vlad: Dec 31 2005, 08:01 PM |
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horred the plague BGT,NeJ2, and Boo Dec 31 2005, 06:52 AM
horred the plague No need to use my patch, if you already have a wor... Jan 1 2006, 03:09 AM
Vlad
Look into NeJ/pics. ;) They're copied direc... Jan 1 2006, 12:20 PM
horred the plague B) --found them.
I must have overlooked them when... Jan 1 2006, 03:13 PM
Vlad This is a question of ballance of size-to-compress... Jan 1 2006, 06:11 PM
horred the plague I found a couple of minor issues with Boo, both in... Jan 2 2006, 07:31 PM
Vlad I'm glad you like it Bill. :D Your critical ... Jan 2 2006, 08:12 PM
horred the plague I've duplicated the minsc/boo code for sime/ve... Jan 2 2006, 09:57 PM
Vlad Hi Bill,
Could you please upload, attach or send ... Jan 9 2006, 01:16 PM
horred the plague Here you go. ;)
Still not 100% tested--98% tested... Jan 10 2006, 01:06 AM
Vlad THANK YOU! Jan 10 2006, 02:29 AM
horred the plague Hehe, don't thank me yet--I forgot some files... Jan 11 2006, 03:04 AM
Vlad Bill, please take your time. I won't release m... Jan 11 2006, 04:43 PM
horred the plague Excellent! Hopefully Shar will be somewhat don... Jan 13 2006, 01:35 PM![]() ![]() |
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