The Spellhold component should be ready.
I've tested it a bit and it should work, but I haven't completely tested it.
The main corrections were:
- Using the area patch instead of copying it
- changed some replace_bcs_block with replace_textually
- turned some EXTEND_TOPs into E_B
- Added Continue() to the remaining E_Ts
There is one .tra file that has to be added to the Language\%s folder; it's called bAR1515..tra and its content is:
English:
@0 = ~We only have a couple minutes' time to grab our gear. We should move quickly~
Italian:
@0 = ~Abbiamo solo pochi minuti per riprenderci i nostri oggetti. Dobbiamo muoverci in fretta~
This is the code:
////////////////////////SPELLHOLD//////////////////////////////
BEGIN @376
COPY ~BPv180/SPELLHD/COPY~ ~override~
COMPILE ~BPv180/SPELLHD/COMPILE~
//Adds treasure pile BP_LittleHelp (Spellhold Relief Fund)
COPY_EXISTING ~AR0012.are~ ~override~
READ_SHORT 0x74 num
num += 1
LAUNCH_PATCH_FUNCTION fj_are_structure
INT_VAR
fj_type = 4 //pile
fj_loc_x = 1380
fj_loc_y = 1099
fj_box_left = 1331
fj_box_top = 1058
fj_box_right = 1380
fj_box_bottom = 1104
fj_trap_loc_x = 0
fj_trap_loc_y = 0
fj_vertex_0 = 1368 + (1099 << 16)
fj_vertex_1 = 1361 + (1104 << 16)
fj_vertex_2 = 1352 + (1104 << 16)
fj_vertex_3 = 1342 + (1101 << 16)
fj_vertex_4 = 1336 + (1095 << 16)
fj_vertex_5 = 1331 + (1087 << 16)
fj_vertex_6 = 1331 + (1078 << 16)
fj_vertex_7 = 1334 + (1070 << 16)
fj_vertex_8 = 1339 + (1063 << 16)
fj_vertex_9 = 1347 + (1058 << 16)
fj_vertex_10 = 1355 + (1057 << 16)
fj_vertex_11 = 1366 + (1058 << 16)
fj_vertex_12 = 1373 + (1064 << 16)
fj_vertex_13 = 1378 + (1070 << 16)
fj_vertex_14 = 1380 + (1080 << 16)
fj_vertex_15 = 1378 + (1090 << 16)
fj_vertex_16 = 1374 + (1096 << 16)
fj_vertex_17 = 1368 + (1099 << 16)
STR_VAR
fj_structure_type = container
fj_name = ~BP_LittleHelp~
END
BUT_ONLY
EXTEND_TOP ~AR0012.BCS~ ~BPv180/SPELLHD/BAF/tar0012.baf~ //Continue()_d OnCreation() block
EXTEND_TOP ~AR1506.BCS~ ~BPv180/SPELLHD/BAF/tar1506.baf~ //continue()_d
EXTEND_BOTTOM ~AR1512.BCS~ ~BPv180/SPELLHD/BAF/ar1512.baf~
EXTEND_BOTTOM ~AR1513.BCS~ ~BPv180/SPELLHD/BAF/ar1513.baf~
COPY_EXISTING ~AR1515.BCS~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY ~SetGlobal("speakWhenLonkDead","GLOBAL",1)~ ~SetGlobal("speakWhenLonkDead","GLOBAL",1)
Wait(1)~
REPLACE_TEXTUALLY ~Global("AsylumPlot","GLOBAL",53)~ ~Global("BP_HardRoad","GLOBAL",2)
Global("AsylumPlot","GLOBAL",53)~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES
EXTEND_TOP ~AR1515.BCS~ ~BPv180/SPELLHD/BAF/tAR1515.BAF~
EXTEND_BOTTOM ~AR1515.BCS~ ~BPv180/SPELLHD/BAF/bAR1515.BAF~
COPY_EXISTING ~PPJON.BCS~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY ~Allegiance(Myself,ENEMY)~ ~OR(2)
Allegiance(Myself,ENEMY)
AttackedBy([GOODCUTOFF],DEFAULT)~
REPLACE_TEXTUALLY ~ Global("AsylumPlot","GLOBAL",20)~ ~ Global("AsylumPlot","GLOBAL",20)
Global("BP_HardRoad","GLOBAL",1)
THEN
RESPONSE #100
ClearAllActions()
StartCutSceneMode()
StartCutScene("cut41gbp")
END
IF
Global("AsylumPlot","GLOBAL",20)~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ~PPSPLIT.BCS~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY ~CreateCreature("umbhul01",\[1055.950\],0)~ ~CreateCreature("BPUMBER",[1055.950],0)~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES
COPY ~BPv180/SPELLHD/AUTO/BPGOODYS.CRE~ ~override/BPGOODYS.CRE~
COPY ~BPv180/SPELLHD/AUTO/spedwin.spl~ ~override/spedwin.spl~
COPY ~BPv180/SPELLHD/AUTO/spnalia.spl~ ~override/spnalia.spl~
ACTION_IF FILE_EXISTS ~data/TDD-RULE.bif~ THEN BEGIN
COPY ~BPv180/SPELLHD/AUTO/sprobil.spl~ ~override/sprobil.spl~
COPY ~BPv180/SPELLHD/AUTO/spshart.spl~ ~override/spshart.spl~
END
ACTION_IF FILE_EXISTS ~data/TS-RULE.bif~ THEN BEGIN
COPY ~BPv180/SPELLHD/AUTO/spkachi.spl~ ~override/spkachi.spl~
COPY ~BPv180/SPELLHD/AUTO/spsime1.spl~ ~override/spsime1.spl~
COPY ~BPv180/SPELLHD/AUTO/spsime2.spl~ ~override/spsime2.spl~
COPY ~BPv180/SPELLHD/AUTO/spvalyg.spl~ ~override/spvalyg.spl~
END
ACTION_IF FILE_EXISTS ~data/SOS-RULE.bif~ THEN BEGIN
COPY ~BPv180/SPELLHD/AUTO/spselen.spl~ ~override/spselen.spl~
END
The BPv180/LIB folder must contain the fj_area_structure PF:
fj_are_structure.tpp 46.15K
370 downloadsAnd here's the new SPELLHD folder:
SPELLHD.rar 19.24K
320 downloadsNext, I'll have a look at the Wand of Orcus.
But I've just noticed a COPY ar3020.wed from the orcus folder.
From what I've seen, the only difference is that in the vanilla one the verticles are in the last part of the file, whereas the modded version has the polygons in the end.
In that case, do I need to copy that file?
What do I have to do?
Edited by Turambar, 22 January 2011 - 06:58 AM.