Posted by: Salk
« on: March 10, 2017, 02:44:50 AM »Well, I tried to do something myself about the sixth floor of the Candlekeep library.
Code: [Select]
// Try and fix the mess with the 6th floor of the Candlekeep library
COPY_EXISTING ~%tutu_var%tethto2.cre~ ~override~
REMOVE_CRE_ITEM ~%tutu_var%SHLD04~
REMOVE_CRE_ITEM ~%tutu_var%BLUN05~
REMOVE_CRE_ITEM ~%tutu_var%CHAN02~
REMOVE_CRE_ITEM ~%tutu_var%SCRL75~
WRITE_ASCIIE 0x2cc ~%tutu_var%TETHTO~ #8
BUT_ONLY
<<<<<<<< stweaks-inlined/#gtethto.d
ADD_STATE_TRIGGER ~%tutu_var%TETHTO~ 0 ~Global("Arrested","GLOBAL",0)~
ADD_STATE_TRIGGER %tutu_var%~TETHTO~ 1 ~Global("Arrested","GLOBAL",0)~
ADD_TRANS_ACTION ~%tutu_var%TETHTO~ BEGIN 0 END BEGIN 0 END ~MoveToPointNoInterrupt([1000.824])
DestroySelf()~
>>>>>>>>
COMPILE ~stweaks-inlined/#gtethto.d~
COPY_EXISTING ~%Candlekeep_Library_L6%.are~ override
PATCH_IF SOURCE_SIZE > 0x28f BEGIN
actnum = (0 - 1)
READ_LONG 0x54 act_off
READ_SHORT 0x58 act_cnt
FOR (i = 0; i < act_cnt; i += 1) BEGIN
READ_ASCII (i * 0x110 + act_off) act_name (32) NULL
PATCH_IF (~%act_name%~ STRING_EQUAL_CASE ~Gatewarden~ = 1) BEGIN
actnum = i
END
END
PATCH_IF actnum >= 0 BEGIN
LAUNCH_PATCH_FUNCTION fj_are_structure
INT_VAR fj_delete_mode = actnum
STR_VAR fj_structure_type = actor
END
END
END
BUT_ONLY
<<<<<<<< stweaks-inlined/#ggatew.baf
IF
Global("Criminal","GLOBAL",1)
Global("GateWSpawn","AR6508",0)
THEN
RESPONSE #100
SetGlobal("GateWSpawn","AR6508",1)
CreateCreature("%tutu_var%GATEWA2",[1658.1254],5)
END
>>>>>>>>
EXTEND_BOTTOM ~%Candlekeep_Library_L1%.bcs~ ~stweaks-inlined/#ggatew.baf~