Add info trigger with weidu |
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Add info trigger with weidu |
May 18 2009, 03:12 PM
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#1
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Forum Member Posts: 15 Joined: 3-November 08 |
Hello,
I'm a french modder and I trying to insert info trigger on a map with weidu. I know how to do with dltcep however I must create a new entry in the dialog.tlk and I don't want to do what. Do you know any handling for that ? I despair to implement map triggers with Weidu commands... |
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May 18 2009, 10:35 PM
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#2
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Forum Member Posts: 49 Joined: 20-October 06 |
I think you want ADD_MAP_NOTE #x #y ~Note~.
-------------------- "Humor is an affirmation of dignity, a declaration of man's superiority to all that befalls him." -Romain Gary, Promise at Dawn
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May 19 2009, 12:57 AM
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#3
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Forum Member Posts: 21 Joined: 18-November 06 |
Your question is not clear enough for me...
So I'll ask you a couple questions to help me help you get pointed in the right direction.... Are you wanting a map note that shows up on the map screen? If so, check out the information in the post above. Are you wanting an info trigger? Something like an Inn sign or a sign post that can be clicked and text displayed telling what it is? If so read on. To get an info trigger like the sign on an Inn, you'll be wanting to insert your information into the regions section of the area file. This is the same section that includes proximity triggers such as floor traps and floor triggers it also include travel points. I've got some code where I've modified ToTSC's behavior of ending Chapter 4. Instead of happening as soon as Davaeorn is dead, the chapter advances when the party crosses one of two floor triggers (just like vanilla BG). I'll share relevant portions of the code and you can decide how to adjust it to fit your needs... The main work is done inside the in-lined file which is shown below and must come first in the tp2, because if it's in-lined it has to be defined prior to it being called. You could use an external tph file or direct tp2 code, it doesn't really matter. Also, since I designed it for both ToTSC and EasyTutu I needed to create something that could be used for both versions. Hence the variable for the file. CODE <<<<<<<< inlined/1803.tph COPY_EXISTING_REGEXP GLOB ~%file_name%~ ~override~ PATCH_IF (%SOURCE_SIZE% > 0xd4) BEGIN //read area script reference READ_ASCII 0x94 script_res //update vertex indices for info points READ_LONG 0x5c info_off READ_SHORT 0x5a info_num FOR (i= 0; i < "%info_num%"; i += 1) BEGIN READ_SHORT ("%info_off%" + (%i% * 0xc4) + 0x2c) info_vertex_first_idx PATCH_IF ("%info_vertex_first_idx%" >= 0) BEGIN WRITE_SHORT ("%info_off%" + (%i% * 0xc4) + 0x2c) ("%info_vertex_first_idx%" + 10) END END //update vertex indices for containers READ_LONG 0x70 container_off READ_SHORT 0x74 container_num FOR (i = 0; i< "%container_num%"; i += 1) BEGIN READ_LONG ("%container_off%" + (%i% * 0xc0) + 0x50) container_vertex_first_idx PATCH_IF ("%container_vertex_first_idx%" >= 0) BEGIN WRITE_LONG ("%container_off%" + (%i% * 0xc0) + 0x50) ("%container_vertex_first_idx%" + 10) END END //update vertex indices for doors READ_LONG 0xa8 door_off READ_SHORT 0xa4 door_num FOR (i = 0; i < "%door_num%"; i += 1) BEGIN READ_LONG ("%door_off%" + (%i% * 0xc8) + 0x2c) door_vertex_open_first_idx PATCH_IF ("%door_vertex_open_first_idx%" >= 0) BEGIN WRITE_LONG ("%door_off%" + (%i% * 0xc8) + 0x2c) ("%door_vertex_open_first_idx%" + 10) END READ_LONG ("%door_off%" + (%i% * 0xc8) + 0x34) door_vertex_closed_first_idx PATCH_IF ("%door_vertex_closed_first_idx%" >= 0) BEGIN WRITE_LONG ("%door_off%" + (%i% * 0xc8) + 0x34) ("%door_vertex_closed_first_idx%" + 10) END READ_LONG ("%door_off%" + (%i% * 0xc8) + 0x48) door_vertex_impede_closed_first_idx PATCH_IF ("%door_vertex_impede_closed_first_idx%" >= 0) BEGIN WRITE_LONG ("%door_off%" + (%i% * 0xc8) + 0x48) ("%door_vertex_impede_closed_first_idx%" + 10) END READ_LONG ("%door_off%" + (%i% * 0xc8) + 0x50) door_vertex_impede_open_first_idx PATCH_IF ("%door_vertex_impede_open_first_idx%" >= 0) BEGIN WRITE_LONG ("%door_off%" + (%i% * 0xc8) + 0x50) ("%door_vertex_impede_open_first_idx%" + 10) END END //insert 2 triggers worth of space READ_LONG 0x5c info_off READ_SHORT 0x5a info_num WRITE_SHORT 0x5a (%info_num% + 2) SET new_bytes = (0xc4 * 2) SET cmp_loc = %info_off% SET check_num = %info_num% INSERT_BYTES (%cmp_loc%) (%new_bytes%) //check other offsets and update as needed PATCH_IF (%check_num% > 0) BEGIN READ_LONG 0x54 actor_off PATCH_IF (%actor_off% > %cmp_loc%) BEGIN WRITE_LONG 0x54 (%actor_off% + %new_bytes%) //actor_off END READ_LONG 0x60 spawn_off PATCH_IF (%spawn_off% > %cmp_loc%) BEGIN WRITE_LONG 0x60 (%spawn_off% + %new_bytes%) //spawn_off END READ_LONG 0x68 entrance_off PATCH_IF (%entrance_off% > %cmp_loc%) BEGIN WRITE_LONG 0x68 (%entrance_off% + %new_bytes%) //entrance_off END READ_LONG 0x70 container_off PATCH_IF (%container_off% > %cmp_loc%) BEGIN WRITE_LONG 0x70 (%container_off% + %new_bytes%) //container_off END READ_LONG 0x78 item_off PATCH_IF (%item_off% > %cmp_loc%) BEGIN WRITE_LONG 0x78 (%item_off% + %new_bytes%) //item_off END // READ_LONG 0x5c info_off // PATCH_IF (%info_off% > %cmp_loc%) BEGIN // WRITE_LONG 0x5c (%info_off% + %new_bytes%) //vertex_off // END READ_LONG 0x7c vertex_off PATCH_IF (%vertex_off% > %cmp_loc%) BEGIN WRITE_LONG 0x7c (%vertex_off% + %new_bytes%) //vertex_off END READ_LONG 0x84 ambient_off PATCH_IF (%ambient_off% > %cmp_loc%) BEGIN WRITE_LONG 0x84 (%ambient_off% + %new_bytes%) //ambient_off END READ_LONG 0x88 variable_off PATCH_IF (%variable_off% > %cmp_loc%) BEGIN WRITE_LONG 0x88 (%variable_off% + %new_bytes%) //variable_off END READ_LONG 0xa8 door_off PATCH_IF (%door_off% > %cmp_loc%) BEGIN WRITE_LONG 0xa8 (%door_off% + %new_bytes%) //door_off END READ_LONG 0xa0 explored_off PATCH_IF (%explored_off% > %cmp_loc%) BEGIN WRITE_LONG 0xa0 (%explored_off% + %new_bytes%) //explored_off END READ_LONG 0xb0 anim_off PATCH_IF (%anim_off% > %cmp_loc%) BEGIN WRITE_LONG 0xb0 (%anim_off% + %new_bytes%) //anim_off END READ_LONG 0xb8 tiled_off PATCH_IF (%tiled_off% > %cmp_loc%) BEGIN WRITE_LONG 0xb8 (%tiled_off% + %new_bytes%) //tiled_off END READ_LONG 0xbc song_off PATCH_IF (%song_off% > %cmp_loc%) BEGIN WRITE_LONG 0xbc (%song_off% + %new_bytes%) //song_off END READ_LONG 0xc0 rest_off PATCH_IF (%rest_off% > %cmp_loc%) BEGIN WRITE_LONG 0xc0 (%rest_off% + %new_bytes%) //rest_off END READ_LONG 0xc4 automap_off PATCH_IF (%automap_off% > %cmp_loc%) BEGIN WRITE_LONG 0xc4 (%automap_off% + %new_bytes%) //automap_off END READ_LONG 0xcc pro_traps_off PATCH_IF (%pro_traps_off% > %cmp_loc%) BEGIN WRITE_LONG 0xcc (%pro_traps_off% + %new_bytes%) //automap_off END END ELSE PATCH_IF (%check_num% = 0) BEGIN READ_LONG 0x54 actor_off PATCH_IF (%actor_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x54 (%actor_off% + %new_bytes%) //actor_off END READ_LONG 0x60 spawn_off PATCH_IF (%spawn_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x60 (%spawn_off% + %new_bytes%) //spawn_off END READ_LONG 0x68 entrance_off PATCH_IF (%entrance_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x68 (%entrance_off% + %new_bytes%) //entrance_off END READ_LONG 0x70 container_off PATCH_IF (%container_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x70 (%container_off% + %new_bytes%) //container_off END READ_LONG 0x78 item_off PATCH_IF (%item_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x78 (%item_off% + %new_bytes%) //item_off END // READ_LONG 0x5c info_off // PATCH_IF (%info_off% >= %cmp_loc%) BEGIN // WRITE_LONG 0x5c (%info_off% + %new_bytes%) //vertex_off // END READ_LONG 0x7c vertex_off PATCH_IF (%vertex_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x7c (%vertex_off% + %new_bytes%) //vertex_off END READ_LONG 0x84 ambient_off PATCH_IF (%ambient_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x84 (%ambient_off% + %new_bytes%) //ambient_off END READ_LONG 0x88 variable_off PATCH_IF (%variable_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x88 (%variable_off% + %new_bytes%) //variable_off END READ_LONG 0xa8 door_off PATCH_IF (%door_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xa8 (%door_off% + %new_bytes%) //door_off END READ_LONG 0xa0 explored_off PATCH_IF (%explored_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xa0 (%explored_off% + %new_bytes%) //explored_off END READ_LONG 0xb0 anim_off PATCH_IF (%anim_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xb0 (%anim_off% + %new_bytes%) //anim_off END READ_LONG 0xb8 tiled_off PATCH_IF (%tiled_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xb8 (%tiled_off% + %new_bytes%) //tiled_off END READ_LONG 0xbc song_off PATCH_IF (%song_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xbc (%song_off% + %new_bytes%) //song_off END READ_LONG 0xc0 rest_off PATCH_IF (%rest_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xc0 (%rest_off% + %new_bytes%) //rest_off END READ_LONG 0xc4 automap_off PATCH_IF (%automap_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xc4 (%automap_off% + %new_bytes%) //automap_off END READ_LONG 0xcc pro_traps_off PATCH_IF (%pro_traps_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xcc (%pro_traps_off% + %new_bytes%) //automap_off END END //insert space for vertices for 2 triggers READ_LONG 0x7c vertex_off READ_SHORT 0x80 vertex_num WRITE_SHORT 0x80 (%vertex_num% + 10) SET new_bytes = (0x4 * 10) SET check_num = %vertex_num% SET cmp_loc = %vertex_off% INSERT_BYTES (%cmp_loc%) (%new_bytes%) //check other offsets and update as needed PATCH_IF (%check_num% > 0) BEGIN READ_LONG 0x54 actor_off PATCH_IF (%actor_off% > %cmp_loc%) BEGIN WRITE_LONG 0x54 (%actor_off% + %new_bytes%) //actor_off END READ_LONG 0x60 spawn_off PATCH_IF (%spawn_off% > %cmp_loc%) BEGIN WRITE_LONG 0x60 (%spawn_off% + %new_bytes%) //spawn_off END READ_LONG 0x68 entrance_off PATCH_IF (%entrance_off% > %cmp_loc%) BEGIN WRITE_LONG 0x68 (%entrance_off% + %new_bytes%) //entrance_off END READ_LONG 0x70 container_off PATCH_IF (%container_off% > %cmp_loc%) BEGIN WRITE_LONG 0x70 (%container_off% + %new_bytes%) //container_off END READ_LONG 0x78 item_off PATCH_IF (%item_off% > %cmp_loc%) BEGIN WRITE_LONG 0x78 (%item_off% + %new_bytes%) //item_off END READ_LONG 0x5c info_off PATCH_IF (%info_off% > %cmp_loc%) BEGIN WRITE_LONG 0x5c (%info_off% + %new_bytes%) //vertex_off END // READ_LONG 0x7c vertex_off // PATCH_IF (%vertex_off% > %cmp_loc%) BEGIN // WRITE_LONG 0x7c (%vertex_off% + %new_bytes%) //vertex_off // END READ_LONG 0x84 ambient_off PATCH_IF (%ambient_off% > %cmp_loc%) BEGIN WRITE_LONG 0x84 (%ambient_off% + %new_bytes%) //ambient_off END READ_LONG 0x88 variable_off PATCH_IF (%variable_off% > %cmp_loc%) BEGIN WRITE_LONG 0x88 (%variable_off% + %new_bytes%) //variable_off END READ_LONG 0xa8 door_off PATCH_IF (%door_off% > %cmp_loc%) BEGIN WRITE_LONG 0xa8 (%door_off% + %new_bytes%) //door_off END READ_LONG 0xa0 explored_off PATCH_IF (%explored_off% > %cmp_loc%) BEGIN WRITE_LONG 0xa0 (%explored_off% + %new_bytes%) //explored_off END READ_LONG 0xb0 anim_off PATCH_IF (%anim_off% > %cmp_loc%) BEGIN WRITE_LONG 0xb0 (%anim_off% + %new_bytes%) //anim_off END READ_LONG 0xb8 tiled_off PATCH_IF (%tiled_off% > %cmp_loc%) BEGIN WRITE_LONG 0xb8 (%tiled_off% + %new_bytes%) //tiled_off END READ_LONG 0xbc song_off PATCH_IF (%song_off% > %cmp_loc%) BEGIN WRITE_LONG 0xbc (%song_off% + %new_bytes%) //song_off END READ_LONG 0xc0 rest_off PATCH_IF (%rest_off% > %cmp_loc%) BEGIN WRITE_LONG 0xc0 (%rest_off% + %new_bytes%) //rest_off END READ_LONG 0xc4 automap_off PATCH_IF (%automap_off% > %cmp_loc%) BEGIN WRITE_LONG 0xc4 (%automap_off% + %new_bytes%) //automap_off END READ_LONG 0xcc pro_traps_off PATCH_IF (%pro_traps_off% > %cmp_loc%) BEGIN WRITE_LONG 0xcc (%pro_traps_off% + %new_bytes%) //automap_off END END ELSE PATCH_IF (%check_num% = 0) BEGIN READ_LONG 0x54 actor_off PATCH_IF (%actor_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x54 (%actor_off% + %new_bytes%) //actor_off END READ_LONG 0x60 spawn_off PATCH_IF (%spawn_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x60 (%spawn_off% + %new_bytes%) //spawn_off END READ_LONG 0x68 entrance_off PATCH_IF (%entrance_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x68 (%entrance_off% + %new_bytes%) //entrance_off END READ_LONG 0x70 container_off PATCH_IF (%container_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x70 (%container_off% + %new_bytes%) //container_off END READ_LONG 0x78 item_off PATCH_IF (%item_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x78 (%item_off% + %new_bytes%) //item_off END READ_LONG 0x5c info_off PATCH_IF (%info_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x5c (%info_off% + %new_bytes%) //vertex_off END // READ_LONG 0x7c vertex_off // PATCH_IF (%vertex_off% >= %cmp_loc%) BEGIN // WRITE_LONG 0x7c (%vertex_off% + %new_bytes%) //vertex_off // END READ_LONG 0x84 ambient_off PATCH_IF (%ambient_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x84 (%ambient_off% + %new_bytes%) //ambient_off END READ_LONG 0x88 variable_off PATCH_IF (%variable_off% >= %cmp_loc%) BEGIN WRITE_LONG 0x88 (%variable_off% + %new_bytes%) //variable_off END READ_LONG 0xa8 door_off PATCH_IF (%door_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xa8 (%door_off% + %new_bytes%) //door_off END READ_LONG 0xa0 explored_off PATCH_IF (%explored_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xa0 (%explored_off% + %new_bytes%) //explored_off END READ_LONG 0xb0 anim_off PATCH_IF (%anim_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xb0 (%anim_off% + %new_bytes%) //anim_off END READ_LONG 0xb8 tiled_off PATCH_IF (%tiled_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xb8 (%tiled_off% + %new_bytes%) //tiled_off END READ_LONG 0xbc song_off PATCH_IF (%song_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xbc (%song_off% + %new_bytes%) //song_off END READ_LONG 0xc0 rest_off PATCH_IF (%rest_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xc0 (%rest_off% + %new_bytes%) //rest_off END READ_LONG 0xc4 automap_off PATCH_IF (%automap_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xc4 (%automap_off% + %new_bytes%) //automap_off END READ_LONG 0xcc pro_traps_off PATCH_IF (%pro_traps_off% >= %cmp_loc%) BEGIN WRITE_LONG 0xcc (%pro_traps_off% + %new_bytes%) //automap_off END END // Write info for Chapter trigger 1 READ_LONG 0x5c info_off WRITE_ASCII (%info_off% + 0) ~Chapter trigger 1~ (32) WRITE_SHORT (%info_off% + 0x20) 0 WRITE_SHORT (%info_off% + 0x22) 380 WRITE_SHORT (%info_off% + 0x24) 1062 WRITE_SHORT (%info_off% + 0x26) 541 WRITE_SHORT (%info_off% + 0x28) 1277 WRITE_SHORT (%info_off% + 0x2a) 6 //num of vertices WRITE_LONG (%info_off% + 0x2c) 0 //index of vertices WRITE_LONG (%info_off% + 0x30) 0 WRITE_LONG (%info_off% + 0x34) 0 WRITE_ASCII (%info_off% + 0x38) ~~ (8) WRITE_ASCII (%info_off% + 0x40) ~~ (32) WRITE_LONG (%info_off% + 0x60) 2 WRITE_LONG (%info_off% + 0x64) 0 WRITE_SHORT (%info_off% + 0x68) 100 WRITE_SHORT (%info_off% + 0x6a) 100 WRITE_SHORT (%info_off% + 0x6c) 1 WRITE_SHORT (%info_off% + 0x63) 0 WRITE_SHORT (%info_off% + 0x70) 404 WRITE_SHORT (%info_off% + 0x72) 1300 WRITE_BYTE (%info_off% + 0x74) 0 WRITE_BYTE (%info_off% + 0x75) 0 WRITE_BYTE (%info_off% + 0x76) 0 WRITE_BYTE (%info_off% + 0x77) 0 WRITE_BYTE (%info_off% + 0x78) 0 WRITE_BYTE (%info_off% + 0x79) 0 WRITE_BYTE (%info_off% + 0x7a) 0 WRITE_BYTE (%info_off% + 0x7b) 0 WRITE_ASCII (%info_off% + 0x7c) ~endch4~ (8) WRITE_SHORT (%info_off% + 0x84) 0 WRITE_SHORT (%info_off% + 0x86) 0 WRITE_SHORT (%info_off% + 0x88) 0 WRITE_SHORT (%info_off% + 0x8a) 0 WRITE_ASCII (%info_off% + 0xbc) ~~ (8) FOR (y=0x8c; y<0xbc; y+=1) BEGIN WRITE_BYTE (%info_off% + %y%) 0 END // Write info for Chapter trigger 2 WRITE_ASCII (%info_off% + 0xc4 + 0) ~Chapter trigger 2~ (32) WRITE_SHORT (%info_off% + 0xc4 + 0x20) 0 WRITE_SHORT (%info_off% + 0xc4 + 0x22) 1523 WRITE_SHORT (%info_off% + 0xc4 + 0x24) 272 WRITE_SHORT (%info_off% + 0xc4 + 0x26) 1629 WRITE_SHORT (%info_off% + 0xc4 + 0x28) 356 WRITE_SHORT (%info_off% + 0xc4 + 0x2a) 4 //num of vertices WRITE_LONG (%info_off% + 0xc4 + 0x2c) 6 //index of vertices WRITE_LONG (%info_off% + 0xc4 + 0x30) 0 WRITE_LONG (%info_off% + 0xc4 + 0x34) 0 WRITE_ASCII (%info_off% + 0xc4 + 0x38) ~~ (8) WRITE_ASCII (%info_off% + 0xc4 + 0x40) ~~ (32) WRITE_LONG (%info_off% + 0xc4 + 0x60) 2 WRITE_LONG (%info_off% + 0xc4 + 0x64) 0 WRITE_SHORT (%info_off% + 0xc4 + 0x68) 100 WRITE_SHORT (%info_off% + 0xc4 + 0x6a) 100 WRITE_SHORT (%info_off% + 0xc4 + 0x6c) 1 WRITE_SHORT (%info_off% + 0xc4 + 0x63) 0 WRITE_SHORT (%info_off% + 0xc4 + 0x70) 1620 WRITE_SHORT (%info_off% + 0xc4 + 0x72) 340 WRITE_BYTE (%info_off% + 0xc4 + 0x74) 0 WRITE_BYTE (%info_off% + 0xc4 + 0x75) 0 WRITE_BYTE (%info_off% + 0xc4 + 0x76) 0 WRITE_BYTE (%info_off% + 0xc4 + 0x77) 0 WRITE_BYTE (%info_off% + 0xc4 + 0x78) 0 WRITE_BYTE (%info_off% + 0xc4 + 0x79) 0 WRITE_BYTE (%info_off% + 0xc4 + 0x7a) 0 WRITE_BYTE (%info_off% + 0xc4 + 0x7b) 0 WRITE_ASCII (%info_off% + 0xc4 + 0x7c) ~endch4~ (8) WRITE_SHORT (%info_off% + 0xc4 + 0x84) 0 WRITE_SHORT (%info_off% + 0xc4 + 0x86) 0 WRITE_SHORT (%info_off% + 0xc4 + 0x88) 0 WRITE_SHORT (%info_off% + 0xc4 + 0x8a) 0 WRITE_ASCII (%info_off% + 0xc4 + 0xbc) ~~ (8) FOR (y=0x8c; y<0xbc; y+=1) BEGIN WRITE_BYTE (%info_off% + 0xc4 + %y%) 0 END // Chapter trigger 1 -- verticies READ_LONG 0x7c vertex_off WRITE_SHORT (%vertex_off% + 0) 380 WRITE_SHORT (%vertex_off% + 2) 1076 WRITE_SHORT (%vertex_off% + 4) 510 WRITE_SHORT (%vertex_off% + 6) 1160 WRITE_SHORT (%vertex_off% + 8) 439 WRITE_SHORT (%vertex_off% + 10) 1263 WRITE_SHORT (%vertex_off% + 12) 468 WRITE_SHORT (%vertex_off% + 14) 1277 WRITE_SHORT (%vertex_off% + 16) 541 WRITE_SHORT (%vertex_off% + 18) 1148 WRITE_SHORT (%vertex_off% + 20) 393 WRITE_SHORT (%vertex_off% + 22) 1062 // Chapter trigger 2 -- verticies WRITE_SHORT (%vertex_off% + 24) 1523 WRITE_SHORT (%vertex_off% + 26) 292 WRITE_SHORT (%vertex_off% + 28) 1607 WRITE_SHORT (%vertex_off% + 30) 356 WRITE_SHORT (%vertex_off% + 32) 1629 WRITE_SHORT (%vertex_off% + 34) 334 WRITE_SHORT (%vertex_off% + 36) 1550 WRITE_SHORT (%vertex_off% + 38) 272 END BUT_ONLY_IF_IT_CHANGES >>>>>>>> The other parts of my code that I did not post shouldn't have any bearing on what you want to do. If you are only inserting one info trigger, be sure to adjust the byte value where new bytes are added as well as the update value for other offsets... Also, if the number of verticies (i.e. X & Y coordinate values) are different be sure to adjust the offset update values and the new bytes value as well. Be sure to have the IESDP open while you make adjustments. Here is the link to the ARE file information ARE Info @ IESDP Don't hesitate to ask questions if you need further assistance. |
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May 19 2009, 02:01 PM
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#4
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Forum Member Posts: 15 Joined: 3-November 08 |
QUOTE Something like an Inn sign or a sign post that can be clicked and text displayed telling what it is? Yes, exactly. I want to use this kind of text. Anyway, I thank you a lot for your explanations. They are very complete and... Technical But I'm working on that! I've a very good knowledge with ie tileset or dltcep but I'm not very comfortable with tp2's handling yet... I looked your link in iesdp : it's very practical. From now on, I think that I'll focus on offsets even if I don't like so much to code very long handling in tp2. Well, I'll try to apply your method and I'll keep you posted. Thank you again for your help. |
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May 24 2009, 01:05 PM
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#5
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Forum Member Posts: 15 Joined: 3-November 08 |
Finally, I found an alternative solution thanks to yonaveth's tuto. Here :
QUOTE COPY ~dq/areas/porthpentyrch/.~ ~override/.~ COPY ~dq/areas/porthpentyrch/ys1000/.~ ~override/.~ SAY 0x4054 ~A Coast Way marker post. It says 'West to Porthpentyrch; North to Athkatla; East to Trademeet'~ He also refer to offset and I think it will be enough for me. For the time, I content oneself with that. Thanks to have take on your time to explain me. This post has been edited by Armand: May 24 2009, 01:29 PM |
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May 24 2009, 04:49 PM
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#6
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Forum Member Posts: 49 Joined: 20-October 06 |
Finally, I found an alternative solution thanks to yonaveth's tuto. The easiest solution is usually the best . Though I think you may still need to adjust offsets. Where is this tutorial?
-------------------- "Humor is an affirmation of dignity, a declaration of man's superiority to all that befalls him." -Romain Gary, Promise at Dawn
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May 24 2009, 08:24 PM
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#7
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Forum Member Posts: 21 Joined: 18-November 06 |
Finally, I found an alternative solution thanks to yonaveth's tuto. Here : QUOTE COPY ~dq/areas/porthpentyrch/.~ ~override/.~ COPY ~dq/areas/porthpentyrch/ys1000/.~ ~override/.~ SAY 0x4054 ~A Coast Way marker post. It says 'West to Porthpentyrch; North to Athkatla; East to Trademeet'~ He also refer to offset and I think it will be enough for me. For the time, I content oneself with that. Thanks to have take on your time to explain me. :) What you have will work IF the following conditions are met: 1) The ARE file is NEW. For this discussion new means: a) never before seen area & map b) pre-existing area & map that have been significantly modified and given a new custom name. 2) You've already inserted all other info trigger information with an appropriate GUI editor, if the trigger is new. 3) You've confirmed the direct offset number. If you failed 2 & 3 you'll get errors, but they'll be fixable by making sure that everything is correctly set within the appropriate GUI editor. If you failed 1 (you fail it by using a pre-existing area file with pre-existing name), you'll need to use something akin to what I posted earlier. Other mods prior to yours may change the same file and your direct offset will no longer point to the correct location. |
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