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Topic Summary

Posted by: Daulmakan
« on: August 20, 2010, 03:04:00 PM »

* _SHOP03 is repeated in areas FW1112 & FW1116 (he's flagged as Male Townsfolk in FW1112)
Shopkeeper issue is noted, thanks.
Storekeep in area FW0304 has a different .CRE file and .DLG file, but also points to the same .STO file (_STO1112) as the other two.
Posted by: Macready
« on: April 23, 2009, 05:34:44 PM »

* _SHOP03 is repeated in areas FW1112 & FW1116 (he's flagged as Male Townsfolk in FW1112)

* The Ring of Energy uses the Agannazar's Scorcher animation, which doesn't fit very well with its description, IMO. How about changing the animation to that of the Ring of the Ram?

Note sure that I'm going to mess with the animations.  Shopkeeper issue is noted, thanks.
Posted by: Daulmakan
« on: April 15, 2009, 11:21:53 PM »

* _SHOP03 is repeated in areas FW1112 & FW1116 (he's flagged as Male Townsfolk in FW1112)

* The Ring of Energy uses the Agannazar's Scorcher animation, which doesn't fit very well with its description, IMO. How about changing the animation to that of the Ring of the Ram?
Posted by: plainab
« on: August 24, 2008, 05:06:10 PM »

* If you rest outside Candlekeep in Chapter 7, a Watcher will come and ask you not to camp outside and then leave, funny considering the PC is a fresh fugitive from Candlekeep's prison by then. :P
Yes, it's like that in BG1. Because the way the area is laid out, the entire area inside and outside has to be off limits to sleeping. There could be some script hacking applied to make it work differently, but I don't think it is worth it.
Posted by: Daulmakan
« on: August 24, 2008, 04:56:02 PM »

* If you rest outside Candlekeep in Chapter 7, a Watcher will come and ask you not to camp outside and then leave, funny considering the PC is a fresh fugitive from Candlekeep's prison by then. :P
Posted by: Daulmakan
« on: August 14, 2008, 12:45:03 PM »

Thank you, plainab.  :)
Posted by: Macready
« on: August 13, 2008, 05:13:56 PM »

Hello -

Quote
Panic icon still shows above characters wearing Kiel's Helmet (which makes them immune to that effect).
OK.  I'm not sure I ever intend to edit all BG1 items to add effects like Remove Portrait Icon and Disable Display String, but if I ever do...thanks for the report.
The same goes for the Green Stone and the Cavalier's immunity to Panic ability. No pressure intended, just reporting it.

OK.

Quote
Quote
* The Umberlee Temple doesn't go hostile when Jalantha Mistmyr is attacked.
That's odd.  I caused her to go hostile in my test game (refusing her the tome), and I'm fairly certain I got a few adds along with her in the ensuing fight.
Got most of them hostile this time, save for one who was far away on the corner. Is this affected by distance (SHOUT command?)?

Yes, there is a Shout at work here.

Quote
* The bridge to Baldur's Gate has a 'walkable' line of water. Screenshot

I was about to say that I was unlikely to trouble with this, and then plainab showed up with code.  Heh.  I'll try to remember to circle back and grab that for a future release.

Quote
* Some of the notes in the game are missing the graphic for the first letter. Screenshot

This is a problem I've not experienced.  Not sure what's happening on your end...

Quote
BTW, you rock, man! ;D

Thanks!
Posted by: plainab
« on: August 13, 2008, 09:33:16 AM »

Two more things:
* The bridge to Baldur's Gate has a 'walkable' line of water. Screenshot
There is a little unknown fix for this. I had asked about it and was given the code sometime ago. Here is a copy
Code: [Select]
BEGIN ~Fix graphic glitch with bridge to Baldur's Gate City~
COPY_EXISTING_REGEXP GLOB ~fw0900.wed~ ~OVERRIDE~
 READ_LONG 0x10 overlay_off
 READ_LONG (%overlay_off% + 0x10) tm_off
 WRITE_SHORT (%tm_off% +(2762 * 0xa) + 0x4) 4840
 WRITE_SHORT (%tm_off% +(2762 * 0xa) + 0x6) 0
 WRITE_SHORT (%tm_off% +(2763 * 0xa) + 0x4) 4841
 WRITE_SHORT (%tm_off% +(2763 * 0xa) + 0x6) 0
 WRITE_SHORT (%tm_off% +(2764 * 0xa) + 0x4) 4842
 WRITE_SHORT (%tm_off% +(2764 * 0xa) + 0x6) 0
 WRITE_SHORT (%tm_off% +(2841 * 0xa) + 0x4) 4847
 WRITE_SHORT (%tm_off% +(2841 * 0xa) + 0x6) 0
 WRITE_SHORT (%tm_off% +(2842 * 0xa) + 0x4) 4848
 WRITE_SHORT (%tm_off% +(2842 * 0xa) + 0x6) 0
 WRITE_SHORT (%tm_off% +(2843 * 0xa) + 0x4) 4849
 WRITE_SHORT (%tm_off% +(2843 * 0xa) + 0x6) 0
 WRITE_SHORT (%tm_off% +(2920 * 0xa) + 0x4) 4853
 WRITE_SHORT (%tm_off% +(2920 * 0xa) + 0x6) 0
 WRITE_SHORT (%tm_off% +(2921 * 0xa) + 0x4) 4854
 WRITE_SHORT (%tm_off% +(2921 * 0xa) + 0x6) 0
BUT_ONLY_IF_IT_CHANGES

EDIT:
I also found some code i had made that would solve the leaving/kickout dialog from the obe party npcs if the multi-player kickout dialog component had been installed.  The only thing is that it requires the player not use the same name as one of the obe party npcs.
Code: [Select]
BEGIN ~Keep Obe's Cellar Party from trying to be a real party~

REQUIRE_PREDICATE ((FILE_EXISTS_IN_GAME ~multig.dlg~) AND (FILE_EXISTS_IN_GAME ~_dagg05.itm~)) ~Skipping Component: Only for TuTu~

<<<<<<<< inlined/multig.d
ADD_STATE_TRIGGER multig %x% ~!Name("osprey",Myself)
!Name("canderous",Myself)
!Name("mordaine",Myself)
!Name("arkanis",Myself)
!Name("deeder",Myself)~
>>>>>>>>

COPY_EXISTING ~multig.dlg~ ~override~
 PATCH_IF (%SOURCE_SIZE% > 0x30) BEGIN
  READ_LONG 0x8 state_num
 END
BUT_ONLY_IF_IT_CHANGES

OUTER_FOR (x=0;x<%state_num%;x+=1) BEGIN
 COMPILE EVALUATE_BUFFER ~inlined/multig.d~
END
Posted by: Daulmakan
« on: August 13, 2008, 06:14:13 AM »

Quote
Panic icon still shows above characters wearing Kiel's Helmet (which makes them immune to that effect).
OK.  I'm not sure I ever intend to edit all BG1 items to add effects like Remove Portrait Icon and Disable Display String, but if I ever do...thanks for the report.
The same goes for the Green Stone and the Cavalier's immunity to Panic ability. No pressure intended, just reporting it.

Quote
* The Umberlee Temple doesn't go hostile when Jalantha Mistmyr is attacked.
That's odd.  I caused her to go hostile in my test game (refusing her the tome), and I'm fairly certain I got a few adds along with her in the ensuing fight.
Got most of them hostile this time, save for one who was far away on the corner. Is this affected by distance (SHOUT command?)?


Two more things:
* The bridge to Baldur's Gate has a 'walkable' line of water. Screenshot
* Some of the notes in the game are missing the graphic for the first letter. Screenshot


I hope it doesn't come off as too nitpicking, don't mean to. Plus, you can only say "you rock, man!" so many times before sounding redundant.  :)


BTW, you rock, man! ;D
Posted by: Macready
« on: June 20, 2008, 05:48:09 AM »

FWIW, my own play installation (created using BG1NPC v15) does not exhibit the _arkion weirdness.  I did still have a problem with the Jaheira quest tipping the apple cart for the Aldeth / druids journal entry in my test playthrough.
Posted by: cmorgan
« on: June 19, 2008, 09:35:06 PM »

Yep - still investigating - so we still have a mystery, then...
Posted by: Daulmakan
« on: June 19, 2008, 09:31:38 PM »

It might be you (OP) are using v15 or earlier - in which case, some of the journal stuff was... suboptimal. The answer there is o upgrade to v16! (And please report any journal emntry problems you do come across - even if it isn't EasyTutu or BG1NPC, we can all work on cleaning up any mysteries :) )
Nope, v16. I reported the Dyna/Drizzt journal stuff previously (which had already been mentioned, but I missed that at the point).

I cluttered your PMs with the other issues because of G3 being down. Incidentally, did you get my last e-mail?
Posted by: cmorgan
« on: June 19, 2008, 09:10:49 PM »

Yep, works as advertised - With BG1NPC v16 and the newest EasyTutu (fresh install), I get this:
Code: [Select]
// creator  : DLTCEP_enhanced_WeiDU (version 20712)
// argument : _ARKION.DLG
// game : .
// source : ./override/_ARKION.DLG
// dialog : ./DIALOG.TLK
// dialogF  : (none)

BEGIN ~_ARKION~
//////////////////////////////////////////////////
// WARNING: this file contains non-trivial WEIGHTs
//////////////////////////////////////////////////

IF ~~ THEN BEGIN 0 // from:
  SAY #85264 /* ~Go away, I have no need of good folks like yerselves... Yer prob'ly Nemphre's dirty agents, anyhow. You tell her that I'm on to her, that Arkion has plans.~ */
  IF ~~ THEN DO ~EscapeArea()
~ EXIT
END

IF WEIGHT #0 ~NumberOfTimesTalkedTo(0)
~ THEN BEGIN 1 // from:
  SAY #85265 /* ~I've got a dirty deed fer ya. How 'bout you go down into the sewers and bring me up a body.  Now, I don't ask questions 'bout how you come 'bout them and I don't want any questions 'bout what I use 'em fer.  Bring 'em to me when ya find 'em.~ */
  IF ~~ THEN UNSOLVED_JOURNAL #85266 /* ~A corpse for Arkion

A necromancer named Arkion is in need of corpses, and has singled me out for the task of finding one.  According to him, the sewers are the best place for that sort of thing.  If I were to decide to procure one for him, I can find him again in a house just south of the Elfsong tavern.~ */ EXIT
  IF ~Global("X#ARKION1","GLOBAL",0)
InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION1","GLOBAL",1)~ EXTERN ~_FALDOJ~ 157
  IF ~Global("X#ARKION1","GLOBAL",0)
InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION1","GLOBAL",1)~ EXTERN ~_FALDOJ~ 158
  IF ~Global("X#ARKION1","GLOBAL",0)
InParty("viconia")
InMyArea("viconia")
!StateCheck("viconia",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION1","GLOBAL",1)~ EXTERN ~_VICONJ~ 193
  IF ~Global("X#ARKION1","GLOBAL",0)
InParty("viconia")
InMyArea("viconia")
!StateCheck("viconia",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION1","GLOBAL",1)~ GOTO 8
  IF ~Global("X#ARKION1","GLOBAL",0)
InParty("viconia")
InMyArea("viconia")
!StateCheck("viconia",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION1","GLOBAL",1)~ EXTERN ~_VICONJ~ 195
  IF ~Global("X#ARKION1","GLOBAL",0)
InParty("skie")
InMyArea("skie")
!StateCheck("skie",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION1","GLOBAL",1)~ EXTERN ~_SKIEJ~ 191
  IF ~Global("X#ARKION1","GLOBAL",0)
InParty("jaheira")
InMyArea("jaheira")
!StateCheck("jaheira",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION1","GLOBAL",1)~ EXTERN ~_JAHEIJ~ 383
  IF ~Global("X#ARKION1","GLOBAL",0)
InParty("edwin")
InMyArea("edwin")
!StateCheck("edwin",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION1","GLOBAL",1)~ EXTERN ~_EDWINJ~ 167
  IF ~Global("X#ARKION1","GLOBAL",0)
InParty("alora")
InMyArea("alora")
!StateCheck("alora",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION1","GLOBAL",1)~ EXTERN ~_ALORAJ~ 118
END

IF WEIGHT #3 /* Triggers after states #: 3 5 even though they appear after this state */
~Global("HelpArkion","GLOBAL",0)
~ THEN BEGIN 2 // from:
  SAY #85267 /* ~So, have ya got a few stiffs fer me?~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #1 ~PartyHasItem("_MISC80")
Global("HelpArkion","GLOBAL",0)
~ THEN BEGIN 3 // from:
  SAY #85268 /* ~Ah, a ripe one. Ya've done well, there haven't ya. Here's 250 gp to relieve the stink of it all... Ah, Nemphre, I'll have that ring yet!~ */
  IF ~~ THEN DO ~EraseJournalEntry(85266)
SetGlobal("HelpArkion","GLOBAL",1)
TakePartyItem("_MISC80")
GivePartyGold(250)
AddexperienceParty(1800)
~ SOLVED_JOURNAL #88945 /* ~A corpse for Arkion

I delivered a corpse to Arkion the necromancer, as requested.  He rewarded me with some gold for my trouble.~ */ EXIT
  IF ~Global("X#ARKION3","GLOBAL",0)
InParty("xzar")
InMyArea("xzar")
!StateCheck("xzar",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION3","GLOBAL",1)~ GOTO 14
  IF ~Global("X#ARKION3","GLOBAL",0)
InParty("xzar")
InMyArea("xzar")
!StateCheck("xzar",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION3","GLOBAL",1)~ EXTERN ~_XZARJ~ 234
  IF ~Global("X#ARKION3","GLOBAL",0)
InParty("quayle")
InMyArea("quayle")
!StateCheck("quayle",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION3","GLOBAL",1)~ GOTO 16
  IF ~Global("X#ARKION3","GLOBAL",0)
InParty("quayle")
InMyArea("quayle")
!StateCheck("quayle",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#ARKION3","GLOBAL",1)~ EXTERN ~_QUAYLJ~ 45
END

IF ~~ THEN BEGIN 4 // from:
  SAY #85269 /* ~Even more than I asked fer, my dark cousin. Maybe you an' I should go into business, sometime. I could tell ya all 'bout the betrayals of Nemphre, 'bout the insult of that onyx ring she holds... Here, take 400 gp. Money is the only thing that still removes the stink of the world.~ */
  IF ~~ THEN DO ~EraseJournalEntry(85266)
SetGlobal("HelpArkion","GLOBAL",1)
GivePartyGold(400)
AddexperienceParty(1800)
~ EXIT
  IF ~Global("X#XzarArkion2","GLOBAL",0)
InParty("xzar")
InMyArea("xzar")
!StateCheck("xzar",CD_STATE_NOTVALID)
~ THEN DO ~SetGlobal("X#XzarArkion2","GLOBAL",1)~ EXTERN ~_XZARJ~ 107
END

IF WEIGHT #2 ~False()
~ THEN BEGIN 5 // from:
  SAY #85270 /* ~Ya plan to give me my own corpse, do ya. I'll have yers first, my dark cousin. Aye, I'll have yers first.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #4 ~True()
~ THEN BEGIN 6 // from:
  SAY #85271 /* ~Live long in the stench of the dead, cousin.~ */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 7 // from:
  SAY #99095 /* ~I have no time for philosophy.~ */
  IF ~~ THEN DO ~EraseJournalEntry(85266)
SetGlobal("HelpArkion","GLOBAL",1)
GivePartyGold(400)
AddexperienceParty(1800)
~ EXIT
END

IF ~~ THEN BEGIN 8 // from: 1.4
  SAY #103384 /* ~Beggin' ye're pardon, dark lady, if ye find it morally objec-~ */
  IF ~~ THEN UNSOLVED_JOURNAL #85266 /* ~A corpse for Arkion

A necromancer named Arkion is in need of corpses, and has singled me out for the task of finding one.  According to him, the sewers are the best place for that sort of thing.  If I were to decide to procure one for him, I can find him again in a house just south of the Elfsong tavern.~ */ EXIT
  IF ~InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN EXTERN ~_FALDOJ~ 163
  IF ~InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN EXTERN ~_FALDOJ~ 162
  IF ~InParty("viconia")
InMyArea("viconia")
!StateCheck("viconia",CD_STATE_NOTVALID)
~ THEN EXTERN ~_VICONJ~ 194
END

IF ~~ THEN BEGIN 9 // from:
  SAY #103384 /* ~Beggin' ye're pardon, dark lady, if ye find it morally objec-~ */
  IF ~~ THEN UNSOLVED_JOURNAL #85266 /* ~A corpse for Arkion

A necromancer named Arkion is in need of corpses, and has singled me out for the task of finding one.  According to him, the sewers are the best place for that sort of thing.  If I were to decide to procure one for him, I can find him again in a house just south of the Elfsong tavern.~ */ EXIT
  IF ~InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN EXTERN ~_FALDOJ~ 165
  IF ~InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN EXTERN ~_FALDOJ~ 164
  IF ~InParty("viconia")
InMyArea("viconia")
!StateCheck("viconia",CD_STATE_NOTVALID)
~ THEN EXTERN ~_VICONJ~ 196
END

IF ~~ THEN BEGIN 10 // from:
  SAY #103384 /* ~Beggin' ye're pardon, dark lady, if ye find it morally objec-~ */
  IF ~~ THEN UNSOLVED_JOURNAL #85266 /* ~A corpse for Arkion

A necromancer named Arkion is in need of corpses, and has singled me out for the task of finding one.  According to him, the sewers are the best place for that sort of thing.  If I were to decide to procure one for him, I can find him again in a house just south of the Elfsong tavern.~ */ EXIT
  IF ~InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN EXTERN ~_FALDOJ~ 167
  IF ~InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN EXTERN ~_FALDOJ~ 166
  IF ~InParty("viconia")
InMyArea("viconia")
!StateCheck("viconia",CD_STATE_NOTVALID)
~ THEN EXTERN ~_VICONJ~ 198
END

IF ~~ THEN BEGIN 11 // from:
  SAY #103384 /* ~Beggin' ye're pardon, dark lady, if ye find it morally objec-~ */
  IF ~~ THEN UNSOLVED_JOURNAL #85266 /* ~A corpse for Arkion

A necromancer named Arkion is in need of corpses, and has singled me out for the task of finding one.  According to him, the sewers are the best place for that sort of thing.  If I were to decide to procure one for him, I can find him again in a house just south of the Elfsong tavern.~ */ EXIT
  IF ~InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN EXTERN ~_FALDOJ~ 169
  IF ~InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN EXTERN ~_FALDOJ~ 168
  IF ~InParty("viconia")
InMyArea("viconia")
!StateCheck("viconia",CD_STATE_NOTVALID)
~ THEN EXTERN ~_VICONJ~ 200
END

IF ~~ THEN BEGIN 12 // from:
  SAY #103384 /* ~Beggin' ye're pardon, dark lady, if ye find it morally objec-~ */
  IF ~~ THEN UNSOLVED_JOURNAL #85266 /* ~A corpse for Arkion

A necromancer named Arkion is in need of corpses, and has singled me out for the task of finding one.  According to him, the sewers are the best place for that sort of thing.  If I were to decide to procure one for him, I can find him again in a house just south of the Elfsong tavern.~ */ EXIT
  IF ~InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN EXTERN ~_FALDOJ~ 171
  IF ~InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN EXTERN ~_FALDOJ~ 170
  IF ~InParty("viconia")
InMyArea("viconia")
!StateCheck("viconia",CD_STATE_NOTVALID)
~ THEN EXTERN ~_VICONJ~ 202
END

IF ~~ THEN BEGIN 13 // from:
  SAY #103384 /* ~Beggin' ye're pardon, dark lady, if ye find it morally objec-~ */
  IF ~~ THEN UNSOLVED_JOURNAL #85266 /* ~A corpse for Arkion

A necromancer named Arkion is in need of corpses, and has singled me out for the task of finding one.  According to him, the sewers are the best place for that sort of thing.  If I were to decide to procure one for him, I can find him again in a house just south of the Elfsong tavern.~ */ EXIT
  IF ~InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN EXTERN ~_FALDOJ~ 173
  IF ~InParty("faldorn")
InMyArea("faldorn")
!StateCheck("faldorn",CD_STATE_NOTVALID)
~ THEN EXTERN ~_FALDOJ~ 172
  IF ~InParty("viconia")
InMyArea("viconia")
!StateCheck("viconia",CD_STATE_NOTVALID)
~ THEN EXTERN ~_VICONJ~ 204
END

IF ~~ THEN BEGIN 14 // from: 3.1
  SAY #99095 /* ~I have no time for philosophy.~ */
  IF ~~ THEN DO ~EraseJournalEntry(85266)
SetGlobal("HelpArkion","GLOBAL",1)
TakePartyItem("_MISC80")
GivePartyGold(250)
AddexperienceParty(1800)
~ SOLVED_JOURNAL #88945 /* ~A corpse for Arkion

I delivered a corpse to Arkion the necromancer, as requested.  He rewarded me with some gold for my trouble.~ */ EXIT
END

IF ~~ THEN BEGIN 15 // from:
  SAY #99095 /* ~I have no time for philosophy.~ */
  IF ~~ THEN DO ~EraseJournalEntry(85266)
SetGlobal("HelpArkion","GLOBAL",1)
TakePartyItem("_MISC80")
GivePartyGold(250)
AddexperienceParty(1800)
~ SOLVED_JOURNAL #88945 /* ~A corpse for Arkion

I delivered a corpse to Arkion the necromancer, as requested.  He rewarded me with some gold for my trouble.~ */ EXIT
END

IF ~~ THEN BEGIN 16 // from: 3.3
  SAY #32302 /* ~I do not.~ */
  IF ~~ THEN DO ~EraseJournalEntry(85266)
SetGlobal("HelpArkion","GLOBAL",1)
TakePartyItem("_MISC80")
GivePartyGold(250)
AddexperienceParty(1800)
~ SOLVED_JOURNAL #88945 /* ~A corpse for Arkion

I delivered a corpse to Arkion the necromancer, as requested.  He rewarded me with some gold for my trouble.~ */ EXIT
  IF ~InParty("xzar")
InMyArea("xzar")
!StateCheck("xzar",CD_STATE_NOTVALID)
~ THEN GOTO 17
  IF ~InParty("xzar")
InMyArea("xzar")
!StateCheck("xzar",CD_STATE_NOTVALID)
~ THEN EXTERN ~_XZARJ~ 235
END

IF ~~ THEN BEGIN 17 // from: 16.1
  SAY #99095 /* ~I have no time for philosophy.~ */
  IF ~~ THEN DO ~EraseJournalEntry(85266)
SetGlobal("HelpArkion","GLOBAL",1)
TakePartyItem("_MISC80")
GivePartyGold(250)
AddexperienceParty(1800)
~ SOLVED_JOURNAL #88945 /* ~A corpse for Arkion

I delivered a corpse to Arkion the necromancer, as requested.  He rewarded me with some gold for my trouble.~ */ EXIT
END

IF ~~ THEN BEGIN 18 // from:
  SAY #32302 /* ~I do not.~ */
  IF ~~ THEN DO ~EraseJournalEntry(85266)
SetGlobal("HelpArkion","GLOBAL",1)
TakePartyItem("_MISC80")
GivePartyGold(250)
AddexperienceParty(1800)
~ SOLVED_JOURNAL #88945 /* ~A corpse for Arkion

I delivered a corpse to Arkion the necromancer, as requested.  He rewarded me with some gold for my trouble.~ */ EXIT
  IF ~InParty("xzar")
InMyArea("xzar")
!StateCheck("xzar",CD_STATE_NOTVALID)
~ THEN GOTO 19
  IF ~InParty("xzar")
InMyArea("xzar")
!StateCheck("xzar",CD_STATE_NOTVALID)
~ THEN EXTERN ~_XZARJ~ 236
END

IF ~~ THEN BEGIN 19 // from: 18.1
  SAY #99095 /* ~I have no time for philosophy.~ */
  IF ~~ THEN DO ~EraseJournalEntry(85266)
SetGlobal("HelpArkion","GLOBAL",1)
TakePartyItem("_MISC80")
GivePartyGold(250)
AddexperienceParty(1800)
~ SOLVED_JOURNAL #88945 /* ~A corpse for Arkion

I delivered a corpse to Arkion the necromancer, as requested.  He rewarded me with some gold for my trouble.~ */ EXIT
END
[/size]

Each one of the possible interjectors has the action; following it in DLTCEP shows that each of the dialogs called also carries the action - so everything is set up as advertised.

It might be you (OP) are using v15 or earlier - in which case, some of the journal stuff was... suboptimal. The answer there is o upgrade to v16! (And please report any journal emntry problems you do come across - even if it isn't EasyTutu or BG1NPC, we can all work on cleaning up any mysteries :) )
Posted by: the bigg
« on: June 19, 2008, 02:00:45 PM »

Those SOLVED_JOURNAL and EraseJournalEntry actions should be moved to the various NPC lines.

EDIT: appears to do so with dummy code.
Posted by: cmorgan
« on: June 19, 2008, 01:31:36 PM »

Hmmm...

Code: [Select]
/* individual passbacks supplied */
I_C_T3 ~%tutu_var%ARKION~ 3 X#ARKION3
== ~%QUAYLE_JOINED%~ IF ~InParty("quayle") InMyArea("quayle") !StateCheck("quayle",CD_STATE_NOTVALID)~ THEN @575
== ~%tutu_var%ARKION~ IF ~InParty("quayle") InMyArea("quayle") !StateCheck("quayle",CD_STATE_NOTVALID)~ THEN @934
== ~%XZAR_JOINED%~ IF ~InParty("xzar") InMyArea("xzar") !StateCheck("xzar",CD_STATE_NOTVALID)~ THEN @576
== ~%tutu_var%ARKION~ IF ~InParty("xzar") InMyArea("xzar") !StateCheck("xzar",CD_STATE_NOTVALID)~ THEN @577
END


Hey, is something going wrong with I_C_T3? Or just my understanding of it? I thought that all actions, including JOURNAL and EraseJournalEntry() were preserved on I_C_T and I_C_T3 - in fact, I thought they were preserved on I_C_T2 and 4, too, as that is why I_C_2 and 4 exist 9they block actions moving to a new actor)...


Flagging this one for the bigg.