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> BGT,NeJ2, and Boo
horred the pl...
post Dec 31 2005, 06:52 AM
Post #1





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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... sad.gif ) Other modders might have plans for these files, that do not necessarily conflict with your plans. Perhaps a new custom kit, or a cure for his head wound wacko.gif ???

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! biggrin.gif
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horred the pl...
post Jan 2 2006, 07:31 PM
Post #2





Forum Member
Posts: 58
Joined: 11-January 05




I found a couple of minor issues with Boo, both in his script and minsc'.

The global timer, VP_NoBoo, is set as a RealGlobalTimer in Boo's script, but in minsc' it is just a GlobalTimer.

The Variable VP_Boo is never reset to zero, at least that I have seen, when Boo turns from item to creature. This variable must be set at zero for Boo to follow Minsc to a new area, via MoveGlobal(), according to the block in Minsc.BCS:

CODE

IF
 !PartyHasItem("Boo")
 !RealGlobalTimerNotExpired("VP_NoBoo","GLOBAL")//Real(timer) added by me
 Global("VP_Boo","GLOBAL",0)
 !InMyArea("Boo")
THEN
 RESPONSE #100
   MoveGlobalObject("Boo","Minsc")
   ChangeEnemyAlly("Boo",CONTROLLED)
END

I added the following block to BOO.BCS (third from the top):

CODE

IF
 HPGT(Myself,1)
 !Global("VP_Boo","GLOBAL",0)
 !PartyHasItem("Boo")
THEN
 RESPONSE #100
   SetGlobal("VP_Boo","GLOBAL",0)
END


And now Boo transports to Minsc. Not sure how he could have, before--the first block in MINSC.BCS reads:

CODE
IF
 PartyHasItem("Boo")
 !Global("VP_Boo","GLOBAL",1)
THEN
 RESPONSE #100
   SetGlobal("VP_Boo","GLOBAL",1)
END


I'm not sure if your patch addresses these issues as well; just thought I'd point them out before you release said patch. wink.gif

The GAM file confirmed my suspicions--VP_Boo was set to 1, when Boo was in creature form.



I still have no signs of dialog-triggering issues--but this is my first run through NeJ (the new versions). I'm not 100% sure what to look out for.

I am, however, having a lot of fun. biggrin.gif You were so right, when you said the old version did not even compare to the new. In many ways. NTM--Your tougher monsters, coupled with my advanced AI system, is making for some challenging encounters! SIDE NOTE: I have toned down the shadows, mists, etc in BP, to the extent that the caravan board was actually harder (IMHO) than the Vale.
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