This is just an attempt to fix the random creature adjustments in the Academy of Kuldin. This is only a test of one or two possibilities.
The issue:
At certain levels (party or player) the existing creatures morph or adjust to different ones depending on the levels. The problem is that high level spawns are coded but do not fire because LevelPartyGT only takes the level of the highest level member of the party.
See this post from version 1.8 bugs
http://www.shsforums...&...st&p=274350
Now the largest LevelPartyGT value in the current scripts (Ar3541-Ar3560) is level 72 which players will never reach with current ruleset or even level 50. You can play with different combinations to suit your wants and needs accordingly.
Sample script edit using Near Infintiy:AR3541
Original
IF NumInParty(1) LevelPartyLT(9) THEN RESPONSE #100 SetGlobal("CbParty1Cat1","MYAREA",1) END IF NumInParty(1) LevelPartyLT(14) LevelPartyGT(8) THEN RESPONSE #100 SetGlobal("CbParty1Cat2","MYAREA",1) END IF NumInParty(1) LevelPartyLT(18) LevelPartyGT(13) THEN RESPONSE #100 SetGlobal("CbParty1Cat3","MYAREA",1) END IF NumInParty(1) LevelPartyGT(17) THEN RESPONSE #100 SetGlobal("CbParty1Cat4","MYAREA",1) END IF NumInParty(2) LevelPartyLT(16) THEN RESPONSE #100 SetGlobal("CbParty2Cat1","MYAREA",1) END IF NumInParty(2) LevelPartyLT(23) LevelPartyGT(15) THEN RESPONSE #100 SetGlobal("CbParty2Cat2","MYAREA",1) END IF NumInParty(2) LevelPartyLT(33) LevelPartyGT(22) THEN RESPONSE #100 SetGlobal("CbParty2Cat3","MYAREA",1) END IF NumInParty(2) LevelPartyGT(32) THEN RESPONSE #100 SetGlobal("CbParty2Cat4","MYAREA",1) END IF NumInParty(3) LevelPartyLT(22) THEN RESPONSE #100 SetGlobal("CbParty3Cat1","MYAREA",1) END IF NumInParty(3) LevelPartyLT(35) LevelPartyGT(22) THEN RESPONSE #100 SetGlobal("CbParty3Cat2","MYAREA",1) END IF NumInParty(3) LevelPartyLT(43) LevelPartyGT(34) THEN RESPONSE #100 SetGlobal("CbParty3Cat3","MYAREA",1) END IF NumInParty(3) LevelPartyGT(43) THEN RESPONSE #100 SetGlobal("CbParty3Cat4","MYAREA",1) END IF NumInParty(4) LevelPartyLT(29) THEN RESPONSE #100 SetGlobal("CbParty4Cat1","MYAREA",1) END IF NumInParty(4) LevelPartyLT(41) LevelPartyGT(29) THEN RESPONSE #100 SetGlobal("CbParty4Cat2","MYAREA",1) END IF NumInParty(4) LevelPartyLT(53) LevelPartyGT(40) THEN RESPONSE #100 SetGlobal("CbParty4Cat3","MYAREA",1) END IF NumInParty(4) LevelPartyGT(52) THEN RESPONSE #100 SetGlobal("CbParty4Cat4","MYAREA",1) END IF NumInParty(5) LevelPartyLT(39) THEN RESPONSE #100 SetGlobal("CbParty5Cat1","MYAREA",1) END IF NumInParty(5) LevelPartyLT(49) LevelPartyGT(38) THEN RESPONSE #100 SetGlobal("CbParty5Cat2","MYAREA",1) END IF NumInParty(5) LevelPartyLT(63) LevelPartyGT(48) THEN RESPONSE #100 SetGlobal("CbParty5Cat3","MYAREA",1) END IF NumInParty(5) LevelPartyGT(62) THEN RESPONSE #100 SetGlobal("CbParty5Cat4","MYAREA",1) END IF NumInParty(6) LevelPartyLT(49) THEN RESPONSE #100 SetGlobal("CbParty6Cat1","MYAREA",1) END IF NumInParty(6) LevelPartyLT(58) LevelPartyGT(48) THEN RESPONSE #100 SetGlobal("CbParty6Cat2","MYAREA",1) END IF NumInParty(6) LevelPartyLT(73) LevelPartyGT(57) THEN RESPONSE #100 SetGlobal("CbParty6Cat3","MYAREA",1) END IF NumInParty(6) LevelPartyGT(72) THEN RESPONSE #100 SetGlobal("CbParty6Cat4","MYAREA",1) END
My edit for a sample making all the level checks the same for each combination of party member quantity. This will keep the creature adjustment the same no matter how many party members exist.
IF NumInParty(1) LevelPartyLT(10) THEN RESPONSE #100 SetGlobal("CbParty1Cat1","MYAREA",1) END IF NumInParty(1) LevelPartyLT(20) LevelPartyGT(11) THEN RESPONSE #100 SetGlobal("CbParty1Cat2","MYAREA",1) END IF NumInParty(1) LevelPartyLT(30) LevelPartyGT(21) THEN RESPONSE #100 SetGlobal("CbParty1Cat3","MYAREA",1) END IF NumInParty(1) LevelPartyGT(31) THEN RESPONSE #100 SetGlobal("CbParty1Cat4","MYAREA",1) END IF NumInParty(2) LevelPartyLT(10) THEN RESPONSE #100 SetGlobal("CbParty2Cat1","MYAREA",1) END IF NumInParty(2) LevelPartyLT(20) LevelPartyGT(11) THEN RESPONSE #100 SetGlobal("CbParty2Cat2","MYAREA",1) END IF NumInParty(2) LevelPartyLT(30) LevelPartyGT(21) THEN RESPONSE #100 SetGlobal("CbParty2Cat3","MYAREA",1) END IF NumInParty(2) LevelPartyGT(31) THEN RESPONSE #100 SetGlobal("CbParty2Cat4","MYAREA",1) END IF NumInParty(3) LevelPartyLT(10) THEN RESPONSE #100 SetGlobal("CbParty3Cat1","MYAREA",1) END IF NumInParty(3) LevelPartyLT(20) LevelPartyGT(11) THEN RESPONSE #100 SetGlobal("CbParty3Cat2","MYAREA",1) END IF NumInParty(3) LevelPartyLT(30) LevelPartyGT(21) THEN RESPONSE #100 SetGlobal("CbParty3Cat3","MYAREA",1) END IF NumInParty(3) LevelPartyGT(31) THEN RESPONSE #100 SetGlobal("CbParty3Cat4","MYAREA",1) END IF NumInParty(4) LevelPartyLT(10) THEN RESPONSE #100 SetGlobal("CbParty4Cat1","MYAREA",1) END IF NumInParty(4) LevelPartyLT(20) LevelPartyGT(11) THEN RESPONSE #100 SetGlobal("CbParty4Cat2","MYAREA",1) END IF NumInParty(4) LevelPartyLT(30) LevelPartyGT(21) THEN RESPONSE #100 SetGlobal("CbParty4Cat3","MYAREA",1) END IF NumInParty(4) LevelPartyGT(31) THEN RESPONSE #100 SetGlobal("CbParty4Cat4","MYAREA",1) END IF NumInParty(5) LevelPartyLT(10) THEN RESPONSE #100 SetGlobal("CbParty5Cat1","MYAREA",1) END IF NumInParty(5) LevelPartyLT(20) LevelPartyGT(11) THEN RESPONSE #100 SetGlobal("CbParty5Cat2","MYAREA",1) END IF NumInParty(5) LevelPartyLT(30) LevelPartyGT(21) THEN RESPONSE #100 SetGlobal("CbParty5Cat3","MYAREA",1) END IF NumInParty(5) LevelPartyGT(31) THEN RESPONSE #100 SetGlobal("CbParty5Cat4","MYAREA",1) END IF NumInParty(6) LevelPartyLT(10) THEN RESPONSE #100 SetGlobal("CbParty6Cat1","MYAREA",1) END IF NumInParty(6) LevelPartyLT(20) LevelPartyGT(11) THEN RESPONSE #100 SetGlobal("CbParty6Cat2","MYAREA",1) END IF NumInParty(6) LevelPartyLT(30) LevelPartyGT(21) THEN RESPONSE #100 SetGlobal("CbParty6Cat3","MYAREA",1) END IF NumInParty(6) LevelPartyGT(31) THEN RESPONSE #100 SetGlobal("CbParty6Cat4","MYAREA",1) END
These are just personal samples of my own and may make better gameplay instead of seeing golems all the time. Needs thorough testing though.
For reinstallating CtB, we can do the same edits in the decompiled BAFs for each area with a text editor. You will know because of the similar bocks in each of the Kuldin areas. Also, there are blocks in some of the Kudin area scripts that should be put at the top of the BCS so that they fire when appropriate. These blocks look entirely different than seen above and should go on top I am pretty sure.
More info to come on this after testing.
Edited by Hoppy, 20 April 2009 - 07:56 PM.