Daulmakan, on Nov 19 2009, 01:47 PM, said:
* When Karaea takes the berries, she takes the whole stack in a character's inventory, instead of only one. I don't know if this is intended, but if each party member only has one berry, she'll take only one at a time. I'd like if she could just take one in the first case too.
I would do this if I could, but I can't think of a way to do it, because TakePartyItem takes everything in a single stack as per the
IESDP:
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TakePartyItem()
This action takes a single instance of the specified item from the party (unless the item exists in a stack, in which case the entire stack is taken).
In fact, I don't think we can even account for the number of berries she's taken in a stack - they'll probably be considered "1 berry" no matter what. The workaround is as you say, to "unstack" them (even on the same character should work). I guess I could also make them non-stackable but that'd be even worse I think. Though I suppose I could add a "berry bag" or something that holds an unlimited number of unstacked berries but... meh... new items/BAMs...
Incidentally, how many berries have you found in your Tutu game so far? Just curious what our random weighting produces.
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* Also, when your items have already been upgraded and she's about to give them to you, the responding dialogue for the PC is missing... Since there's no response, the game is potentially frozen and can't be continued. AFAIK, the only way to get out of that dialogue window is either press 1 or click with the mouse in the spot where the answer should be
This should be fixable, but I'm a bit perplexed because I don't think a reply was intended, and it should work the same way it must have when she told you to come back later (unless you had to do the same thing there). That block is:
IF
~~ agkar_up_armored_do
SAY @235 /* ~Remember, twelve and a half thousand more for the finished boots. Come back the day after tomorrow.~ */
++ ~~ DO ~
TakePartyItem("aggem09") DestroyItem("aggem09")
TakePartyItem("%tsu%boot04") DestroyItem("%tsu%boot04")
TakePartyItem("agboot21") DestroyItem("agboot21")
TakePartyItem("agboot22") DestroyItem("agboot22")
TakePartyItem("agboot23") DestroyItem("agboot23")
TakePartyGold(12500) DestroyGold(12500)
SetGlobalTimer("agkar_upgrade_timer","GLOBAL",13000)
SetGlobal("agkar_upgrade","GLOBAL",7)~ EXIT
END
Whereas the block you've indicated is:
IF
~~ agkar_up_armored_deal
SAY @243 /* ~Great! Here are your new boots. Happy to help, <GABBER>. Come back again soon!~ */
++ ~~ DO ~
TakePartyGold(12500)
SetGlobal("agkar_upgrade","GLOBAL",3)
GiveItemCreate("agboot35",LastTalkedToBy(),0,0,0)~ EXIT
END
Both cases have the
++ ~~ DO ~ (etc.) and the same format unless I'm missing something. I think GeN1e coded this, so maybe he can look at it if someone can pry him away from NWN2/DA or whatever. It'll have to be fixed in Tomthal and Aurora's upgrade dialogue too.
As long as we're looking at that, maybe someone can answer this. If you're doing a DestroyGold(), do you also need a TakePartyGold() before it, or does that duplicate the amount taken? According to the
IESDP, DestroyGold() should remove and destroy the amount from the party as it is, though maybe it's not accurate.
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* This is purely a cosmetic pet peeve of mine. The Thrice-Armored Boots provide equal protection against all types of AC, but does it separately for each type, so the bonus doesn't appear in the small shield in the main character screen. Could this be changed for next version?
The only reason I did it like this is because it provides -2 against all damage types *except* missiles, where it provides a -5 bonus (as does boot04 from the original game IIRC). But this would be the equivalent of giving it an
AC -2 for all damage types and an extra -3 vs. missiles, so I could do it like that too (makes a bit more sense I suppose).
The other stuff is fixed locally - thanks for the reports. There'll be a new version as soon as the
WeiDU testing is complete and the bigg releases v212.