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CamDawg

Member Since 18 Sep 2003
Offline Last Active Private

Posts I've Made

In Topic: Resting of familiars? (or any other creature following in that status)

10 June 2018 - 04:00 PM

A question on the side

PartyRested() only gives true after RestParty()

How would that impact all the roundabout 500 cases (in modded EET) that look for PartyRested(). Or is that just an occasional rest event that differs from the normal ones and thus may just delay some other event by one rest?

 


This got lost in the shuffle--better late than never.

This really only becomes a problem when you rely on it through multiple script cycles, primarily via using it to fire a banter. Anomen has a good example of this from the Fixpack; he had a morning banter that never fired because of this issue. His script prompts it with:

IF
    InParty(Myself)
    PartyRested()
    AreaType(0)
    !AreaType(CITY)
    See(Player1)
    !StateCheck(Player1,STATE_SLEEPING)
    CombatCounter(0)
    Global("BAnomen4","LOCALS",0)
THEN
    RESPONSE #100
        Interact(Player1)
END

The script fires correctly once the broken AreaType trigger is fixed. The corresponding dialogue trigger was:

PartyRested()
AreaType(OUTSIDE)
See(Player1)
!StateCheck(Player1,STATE_SLEEPING)
Global("BAnomen4","LOCALS",0)

Even after fixing the broken AreaType to OUTDOOR and adding the missing !City check, this banter never fired. Anomen's script block was the initial script cycle so by the time the engine is parsing the banters looking for true states, PartyRested() was already returning false.

 

We end up removing the PartyRested() check from the dialogue to get it working. Since it's now a very loose dialogue trigger, the script now bumps the variable 0>1 and the dialogue 1>2 so that it doesn't get prompted by another Interact() call.

IF
    InParty(Myself)
    PartyRested()
    AreaType(OUTDOOR)
    !AreaType(CITY)
    See(Player1)
    !StateCheck(Player1,STATE_SLEEPING)
    CombatCounter(0)
    Global("BAnomen4","LOCALS",0)
THEN
    RESPONSE #100
        SetGlobal("BAnomen4","LOCALS",1)
        Interact(Player1)
END
AreaType(OUTDOOR)
!AreaType(CITY)
See(Player1)
!StateCheck(Player1,STATE_SLEEPING)
CombatCounter(0)
Global("BAnomen4","LOCALS",1)

In Topic: Moderator action

11 May 2018 - 11:35 AM

you morans are banning her??!!


G3 has never banned anyone, and still hasn't. Roxanne has in fact been posting here since this was announced, and will continue to be welcome.

 

The offtopic beef about moderation on another site has been split into a new thread over yonder.


In Topic: Baldur's gate 1 fixpack

06 May 2018 - 11:01 AM

I'm guessing it's this thread? This is where the link from plainab's site is supposed to go, but it gets mangled by our broken redirect.


In Topic: Baldur's gate 1 fixpack

06 May 2018 - 08:52 AM

We actually have a private BG Fixpack forum, started by Idobek way back in 2004. plainab and some other modders joined to continue work on the Fixpack, but AFAIK the latest release is the one on plainab's site.


In Topic: IWD:EE 2.5 Patch Compatibility

02 May 2018 - 06:30 AM

Yeah, I can't think of anything offhand that would be a problem.