Area script
#1
Posted 25 June 2005 - 09:08 AM
#2
Posted 25 June 2005 - 09:19 AM
#3
Posted 25 June 2005 - 09:30 AM
COPY_EXISTING ~arXXXX.are~ ~override~ // the area file WRITE_ASCII 0x94 ~arXXXX~ // the name of the new area script BUT_ONLY_IF_IT_CHANGES
Areas are stored in save games, so you'll need to have a new game or a game where you haven't visited the area yet to see the effects of the new script.
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.
#4
Posted 25 June 2005 - 10:05 AM
Edit: Anyone knows what is the number of Irenicus' sound file - "Quiet, dog!" (or something like that)?
Edited by Laguna, 25 June 2005 - 10:45 AM.
#5
Posted 26 June 2005 - 03:09 AM
How can I remove creature marked as "SKELDED.CRE" from AR0602... pernamently?
#6
Posted 26 June 2005 - 03:23 AM
How can I remove creature marked as "SKELDED.CRE" from AR0602... pernamently?
ActionOverride("creaturename",DestroySelf())
I am not sure what the deathvariable of the "SKELDED.CRE" is, though.
What exactly does " BUT_ONLY_IF_IT_CHANGES"? Is this to make sure no already existing area script will be overwritten?
My Own: Ajantis BG1 Expansion Modification -- Sir Ajantis for BGII -- Ajantis Portrait Pack -- Another fine Hell -- Brage's Redemption -- BGQE at Gibberlings 3 / BGQE at Kerzenburgforum -- Brandock the Mage -- Endless BG1 -- Grey The Dog NPC -- Imoen 4 Ever -- Imoen Is Stone -- Jastey's SoD TweakPack -- Road to Discovery (SoD) -- Solaufein's Rescue - jastey's Solaufein NPC Mod -- The Boareskyr Bridge Scene (SoD)
Contributions: Adalon's Blood (Silberdrachenblutmod) -- Alternatives -- Ascalon's Questpack -- Ascalon's Breagar NPC -- Balduran's Seatower -- BG1 NPC Project -- BG1 Romantic Encounters -- Corthala Romantique -- Edwin Romance -- Fading Promises -- Gavin BG1 --Hidden Adventures -- Imoen Can Die -- Keldorn Romance (berelinde's) -- Lure of Sirine's Call -- NTotSC -- Romantic Encounters (BGII)
Avatar by Rabain
#7
Posted 26 June 2005 - 03:28 AM
What exactly does " BUT_ONLY_IF_IT_CHANGES"? Is this to make sure no already existing area script will be overwritten?
From WeiDU ReadMe:
"True only if the file is actually changed by patching actions. Unlike all other when clauses, this one is evaluated just before the result would be written out to the disk."
#8
Posted 26 June 2005 - 04:39 AM
My Own: Ajantis BG1 Expansion Modification -- Sir Ajantis for BGII -- Ajantis Portrait Pack -- Another fine Hell -- Brage's Redemption -- BGQE at Gibberlings 3 / BGQE at Kerzenburgforum -- Brandock the Mage -- Endless BG1 -- Grey The Dog NPC -- Imoen 4 Ever -- Imoen Is Stone -- Jastey's SoD TweakPack -- Road to Discovery (SoD) -- Solaufein's Rescue - jastey's Solaufein NPC Mod -- The Boareskyr Bridge Scene (SoD)
Contributions: Adalon's Blood (Silberdrachenblutmod) -- Alternatives -- Ascalon's Questpack -- Ascalon's Breagar NPC -- Balduran's Seatower -- BG1 NPC Project -- BG1 Romantic Encounters -- Corthala Romantique -- Edwin Romance -- Fading Promises -- Gavin BG1 --Hidden Adventures -- Imoen Can Die -- Keldorn Romance (berelinde's) -- Lure of Sirine's Call -- NTotSC -- Romantic Encounters (BGII)
Avatar by Rabain
#9
Posted 26 June 2005 - 05:33 AM
BUT_ONLY_IF_IT_CHANGES is there out of habit.
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.
#10
Posted 26 June 2005 - 06:17 AM
My Own: Ajantis BG1 Expansion Modification -- Sir Ajantis for BGII -- Ajantis Portrait Pack -- Another fine Hell -- Brage's Redemption -- BGQE at Gibberlings 3 / BGQE at Kerzenburgforum -- Brandock the Mage -- Endless BG1 -- Grey The Dog NPC -- Imoen 4 Ever -- Imoen Is Stone -- Jastey's SoD TweakPack -- Road to Discovery (SoD) -- Solaufein's Rescue - jastey's Solaufein NPC Mod -- The Boareskyr Bridge Scene (SoD)
Contributions: Adalon's Blood (Silberdrachenblutmod) -- Alternatives -- Ascalon's Questpack -- Ascalon's Breagar NPC -- Balduran's Seatower -- BG1 NPC Project -- BG1 Romantic Encounters -- Corthala Romantique -- Edwin Romance -- Fading Promises -- Gavin BG1 --Hidden Adventures -- Imoen Can Die -- Keldorn Romance (berelinde's) -- Lure of Sirine's Call -- NTotSC -- Romantic Encounters (BGII)
Avatar by Rabain
#11 -Guest-
Posted 27 June 2005 - 10:33 AM
It is also possible to remove a creature from an area using WeiDU patching. If the creature is listed in the .are file you can find out the offsets and DELETE BYTES which will remove the creature that way. Don't forget to modify the offsets that occur after the creature to take account of the bytes you deleted tho. In fact you may be able to simply wipe the bytes clean, but I'm sure some ubermodder will tell me that will corrupt the area or something
If you just want them to disappear mid game (quest related or something), then yeah, script away.
The_Swordalizer
#12 -Bons-
#13
Posted 27 June 2005 - 12:09 PM
You could delete, but it would probably be easier to just set the creature to have no appearance times.It is also possible to remove a creature from an area using WeiDU patching. If the creature is listed in the .are file you can find out the offsets and DELETE BYTES which will remove the creature that way. Don't forget to modify the offsets that occur after the creature to take account of the bytes you deleted tho. In fact you may be able to simply wipe the bytes clean, but I'm sure some ubermodder will tell me that will corrupt the area or something
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.
#14
Posted 27 June 2005 - 01:01 PM
Edited by jcompton, 27 June 2005 - 01:01 PM.
Pocket Plane mods and modlist etc.
#15 -Guest-
Posted 28 June 2005 - 12:11 AM
Gosh-darn low-down no-good uber modders!!
#16
Posted 29 June 2005 - 04:48 AM
Edited by Nastian, 15 September 2009 - 11:39 PM.
#17
Posted 02 July 2005 - 07:45 AM
That's what I put in it:
IF Global("Dragonslayers","GLOBAL",0) Dead("firkra02") THEN RESPONSE #100 SetGlobal("Dragonslayers","GLOBAL",1) CreateCreature("Slayer1",[968.946],13) CreateCreature("Slayer2",[898.945],13) CreateCreature("Slayer3",[876.1005],13) END
But the game crash when Firkraag is killed. Something amiss, but what?
Edited by Laguna, 02 July 2005 - 07:46 AM.
#18
Posted 02 July 2005 - 07:57 AM
IF Global("KidoExists","AR0510",0) THEN RESPONSE #100 SetGlobal("KidoExists","AR0510",1) CreateCreature("Kido",[757.924],13) END
You have no area coded, so the game chrashes as it doesn't know where to put the creatures
Still modding the Mod for the Wicked... It is a big project you know... And I got sidetracked (several times) a bit... sorry.
However, as we all know, Evil never really sleeps.
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~~ I love it, and I am humbled! Yay! ~~
#19
Posted 02 July 2005 - 08:23 AM
Edit: For understanding variables try this section of IESDP.
The great wolf Fenrir gapes ever at the dwelling of the gods.