Could anybody please let me know if there's any mod around which add creature to an area via tp2 dynamical patching routine instead of usual soiling of top of the area script? Just need it to
Thanks in advance
Posted 28 September 2013 - 11:37 PM
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)
Posted 29 September 2013 - 10:20 PM
COPY_EXISTING ~k#0800.are~ ~override~ LAUNCH_PATCH_FUNCTION ~ADD_ARE_ACTOR~ INT_VAR mi_xpos = 1266 mi_ypos = 1450 mi_anim = 25344 mi_orientation = 3 STR_VAR mi_name = ~Kifor~ mi_crefile = ~k#kifor~ END
Edited by Mike1072, 30 September 2013 - 02:12 AM.
Posted 30 September 2013 - 12:44 AM
Aurora's Shoes and Boots adds actors via the more flexible WeiDU function fj_add_are_structure, which can add any sort of structure to an area (including actors). This snippet adds two actors, a travel region and an entrance to an existing area.
COPY_EXISTING ar0500.are override //Bridge District PATCH_IF SOURCE_SIZE > 0x28f BEGIN LPF fj_add_are_structure INT_VAR fj_loc_x = 3450 fj_loc_y = 636 fj_dest_loc_x = 3450 fj_dest_loc_y = 636 fj_animation = svda //svirfneblin dark axe fj_orientation = 1 //SSW STR_VAR fj_structure_type = actor fj_name = ~Tomthal Harfurthock~ fj_cre_resref = agtomtha END LPF fj_add_are_structure INT_VAR fj_loc_x = 2780 fj_loc_y = 1955 fj_dest_loc_x = 2780 fj_dest_loc_y = 1955 fj_animation = 0x6110 //fighter female human fj_orientation = 15 //SSE STR_VAR fj_structure_type = actor fj_name = Aurora fj_cre_resref = agaurora END LPF fj_add_are_structure INT_VAR fj_type = 2 //travel fj_box_left = 3415 fj_box_top = 625 fj_box_right = 3450 fj_box_bottom = 700 fj_cursor_index = 30 //door fj_vertex_0 = 3415 + (625 << 16) fj_vertex_1 = 3450 + (650 << 16) fj_vertex_2 = 3450 + (700 << 16) fj_vertex_3 = 3415 + (676 << 16) STR_VAR fj_structure_type = region fj_name = Tran0540 fj_destination_area = ag0540 fj_destination_name = Exit0500 END LPF fj_add_are_structure INT_VAR fj_loc_x = 3490 fj_loc_y = 655 fj_orientation = 10 //NE STR_VAR fj_structure_type = entrance fj_name = Exit0540 END END BUT_ONLY
Posted 30 September 2013 - 07:12 AM
Aurora's Shoes and Boots adds actors via the more flexible WeiDU function fj_add_are_structure, which can add any sort of structure to an area (including actors). This snippet adds two actors, a travel region and an entrance to an existing area.
COPY_EXISTING ar0500.are override //Bridge District PATCH_IF SOURCE_SIZE > 0x28f BEGIN LPF fj_add_are_structure INT_VAR fj_loc_x = 3450 fj_loc_y = 636 fj_dest_loc_x = 3450 fj_dest_loc_y = 636 fj_animation = svda //svirfneblin dark axe fj_orientation = 1 //SSW STR_VAR fj_structure_type = actor fj_name = ~Tomthal Harfurthock~ fj_cre_resref = agtomtha END LPF fj_add_are_structure INT_VAR fj_loc_x = 2780 fj_loc_y = 1955 fj_dest_loc_x = 2780 fj_dest_loc_y = 1955 fj_animation = 0x6110 //fighter female human fj_orientation = 15 //SSE STR_VAR fj_structure_type = actor fj_name = Aurora fj_cre_resref = agaurora END LPF fj_add_are_structure INT_VAR fj_type = 2 //travel fj_box_left = 3415 fj_box_top = 625 fj_box_right = 3450 fj_box_bottom = 700 fj_cursor_index = 30 //door fj_vertex_0 = 3415 + (625 << 16) fj_vertex_1 = 3450 + (650 << 16) fj_vertex_2 = 3450 + (700 << 16) fj_vertex_3 = 3415 + (676 << 16) STR_VAR fj_structure_type = region fj_name = Tran0540 fj_destination_area = ag0540 fj_destination_name = Exit0500 END LPF fj_add_are_structure INT_VAR fj_loc_x = 3490 fj_loc_y = 655 fj_orientation = 10 //NE STR_VAR fj_structure_type = entrance fj_name = Exit0540 END END BUT_ONLY
I have successfully used the new WEIDU function to add travel triggers, entrances and animations to areas. I have not tried actors, as the ones I add always had a condition with them (ChapterGT...InParty("xxxc") etc
Posted 30 September 2013 - 08:41 AM
The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)