This is READY animation (SEQ_READY), at idle char must have HEAD_TURN animation
Again missed check for new CLEAR_BLOCK_VARIABLES action, i added it to exclusion list when engine try to set READY animation sequence. I think when new opcodes was added, Ascension64 didn't found depended checks. When you reported about bugs, i found two checks, but there can be more, it is impossible to found it staticaly. NOACTION opcode used in ~100 places inside engine, CLEAR_BLOCK_VARIABLES must have same behaviour, so theoricaly we must to check agains this opcode too in these 100 places
https://ufile.io/s89h87qr
Dan_P
Member Since 09 Dec 2021Offline Last Active Apr 23 2022 10:11 AM
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In Topic: Question about feature/bug: change to the NoAction() script action
22 April 2022 - 10:32 AM
In Topic: Question about feature/bug: change to the NoAction() script action
21 April 2022 - 11:10 AM
Hi Dan_P
Expanded Actions enabled:- however, the NoAction() keeps the character constantly in an action stance while the modal is active.Please explain what do you mean "action stance", may be some example ?
Sorry, I didn't know the correct term so I just called it "action stance". I think it's the same as the combat stance? Basically, you know when you perform actions such as clicking the Turn Undead icon, the character leans forward slightly, then stands straight back up? Using the above script, when a modal is active, the character is always leaned forward. The normal behavior is the character stands normally, as if no script action was being triggered.
The difference can be tested really quickly just be disabling or enabling the Expanded Actions hack, and using a modal action in the game.
In Topic: Question about feature/bug: change to the NoAction() script action
21 April 2022 - 10:03 AM
Please check fixed .dll, just replace existing
In Topic: Question about feature/bug: change to the NoAction() script action
16 April 2022 - 09:43 AM
Hi Dan_P
Can you provide script to test NoAction() for char with Modal state abilities(find trap/turn undead/...)
I don't know how to correctly write SCRIPTS, so ask you for help
Sorry for the late response. You can use the attached file. Just put in scripts folder. It'll appear as Custom (noaction). It only has one block in the script, which is this:
IF ActionListEmpty() OR(4) ModalState(BATTLESONG) ModalState(TURNUNDEAD) ModalState(STEALTH) ModalState(DETECTTRAPS) THEN RESPONSE #100 NoAction() END
Basically, if you use one of these modals, the script will trigger NoAction(). As mentioned in my other 2 posts, without TobEx, modals are unaffected. With the TobEx core component + Expanded Actions hack, the NoAction() will stop them.
Also, I saw you posted in the Improved GUI thread that you have a fix for the crashing issue, so thanks for that.
In Topic: BG2 Improved GUI
31 March 2022 - 01:37 PM
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