Author Topic: Question Reunion Mod, Worldmap, and BWPFixes  (Read 1873 times)

Offline jastey

  • Planewalker
  • *****
  • Posts: 1326
  • Gender: Female
Question Reunion Mod, Worldmap, and BWPFixes
« on: March 24, 2019, 01:47:56 PM »
The BWPFixpack contains the following code for the Worldmap patching. Can anyone explain to me what it is actually doing and why it is needed? (I know the basic structure of Worldmap patching, but not with the random_area entries etc.). Thanks!

Code: [Select]
//Worldmap

MKDIR ~Worldmap~
ACTION_IF (FILE_EXISTS ~Worldmap/map_mods_areas.tbl~) BEGIN
  COPY ~Worldmap/map_mods_areas.tbl~ ~Worldmap~
    APPEND_FILE ~Reunion/Worldmap/areas.tbl~
END ELSE BEGIN
  COPY ~Reunion/Worldmap/areas.tbl~ ~Worldmap/map_mods_areas.tbl~
END


ACTION_IF GAME_IS ~eet~ BEGIN
  ACTION_IF (FILE_EXISTS ~Worldmap/map_mods_links.tbl~) BEGIN
    COPY ~Worldmap/map_mods_links.tbl~ ~Worldmap~
      APPEND_FILE ~Reunion/Worldmap/links.tbl~
  END ELSE BEGIN
    COPY ~Reunion/Worldmap/links.tbl~ ~Worldmap/map_mods_links.tbl~
  END
  COPY_EXISTING - ~worldmap.wmp~ ~.../override~
    READ_LONG 0x30 na
    READ_LONG 0x34 ao
    FOR (i=0;i<na;++i) BEGIN
      READ_ASCII ao + 0xf0*i area
      PATCH_IF (~%area%~ STRING_EQUAL_CASE ~AR1304~) BEGIN //get data from AR1304
        READ_LONG ao + 0xf0*i + 0x34 bam
        READ_LONG ao + 0xf0*i + 0x38 xcor
        READ_LONG ao + 0xf0*i + 0x3c ycor
        READ_STRREF ao + 0xf0*i + 0x40 name
        READ_STRREF ao + 0xf0*i + 0x44 tool
        SET i = na
      END
    END
  LAF sc#addWmpAre
    INT_VAR
    mapIcon = bam
    xCoord  = xcor
    yCoord  = ycor
    STR_VAR
    areName = "o#dae0"
    strName = EVAL "%name%"
    strDesc = EVAL "%tool%"
  END
  COPY - ~Reunion/Worldmap/links.tbl~ ~.../Reunion/Worldmap~
    REPLACE_EVALUATE CASE_INSENSITIVE ~^\([A-Z0-9#_]+\)[ %TAB%]+\([A-Z]+\)[ %TAB%]+\([A-Z0-9#_]+\)[ %TAB%]+\([A-Z0-9#_]+\)[ %TAB%]+\([0-9]+\)[ %TAB%]+\([0-9]+\)[ %TAB%]+\([A-Z0-9#_]+\)[ %TAB%]+\([A-Z0-9#_]+\)[ %TAB%]+\([A-Z0-9#_]+\)[ %TAB%]+\([A-Z0-9#_]+\)[ %TAB%]+\([A-Z0-9#_]+\)[ %TAB%]+\([0-9]+\)~ BEGIN
      PATCH_FOR_EACH var IN MATCH7 MATCH8 MATCH9 MATCH10 MATCH11 BEGIN
        SPRINT match EVAL ~%%var%%~
        PATCH_IF ~%match%~ STRING_EQUAL_CASE ~N~ BEGIN
          SPRINT EVAL ~%var%~ ~~
        END
      END
      INNER_ACTION BEGIN
        COPY_EXISTING ~worldmap.wmp~ ~override~
          LPF ADD_WORLDMAP_LINKS
            INT_VAR
            distance_scale = MATCH5
            default_entry = MATCH6
            encounter_probability = MATCH12
            STR_VAR
            from_area = EVAL ~%MATCH1%~
            from_node = EVAL ~%MATCH2%~
            to_area = EVAL ~%MATCH3%~
            entry = EVAL ~%MATCH4%~
            random_area1 = EVAL ~%MATCH7%~
            random_area2 = EVAL ~%MATCH8%~
            random_area3 = EVAL ~%MATCH9%~
            random_area4 = EVAL ~%MATCH10%~
            random_area5 = EVAL ~%MATCH11%~
          END
        BUT_ONLY
      END
    END ~~
END


Offline CamDawg

  • Infidel
  • Planewalker
  • *****
  • Posts: 832
  • Dreaming of a red Xmas
    • The Gibberlings Three
Re: Question Reunion Mod, Worldmap, and BWPFixes
« Reply #1 on: March 28, 2019, 06:54:21 PM »
I don't see a reunion/worldmap folder in my local version, so this is just an educated guess--I believe it's just trying to read all of the info from the existing rescued Keep worldmap entry (ar1304) so it can place the new Reunion version at the same location with the same travel links and random encounters.
The Gibberlings Three - Home of IE Mods

The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.

Offline jastey

  • Planewalker
  • *****
  • Posts: 1326
  • Gender: Female
Re: Question Reunion Mod, Worldmap, and BWPFixes
« Reply #2 on: March 29, 2019, 04:55:51 AM »
With regard to your other post - I see that the mod area is added to the worldmap areas, but without links (for all games except EET). Would this be what you suggested to prevent players to be able to use the worldmap from the custom area "D'Arnise Keep"), i.e. add it to the worldmap but without travel links or is it not that easy? Also considering that players would need to install the worldmap mod for this to have effect.

 

With Quick-Reply you can write a post when viewing a topic without loading a new page. You can still use bulletin board code and smileys as you would in a normal post.

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Name: Email:
Verification:
Type the letters shown in the picture
Listen to the letters / Request another image
Type the letters shown in the picture:
What color is grass?:
What is the seventh word in this sentence?:
What is five minus two (use the full word)?: