BGT,NeJ2, and Boo |
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BGT,NeJ2, and Boo |
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... ) 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 ??? 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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Jan 13 2006, 01:35 PM
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#2
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Forum Member Posts: 58 Joined: 11-January 05 |
Excellent! Hopefully Shar will be somewhat done before my next testrun (with Horred the Plague PC, necromancer-at-large ). If not, I'll have to make a crude dialog-free version of my own. I was saving my trip to Kara-Tur for this. I have never tested the evil path for this mod, in all these years. That is--if Horred doesn't kill off all his party members again, this time...
This post has been edited by horred the plague: Jan 13 2006, 01:35 PM |
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