Author Topic: Easy way to replace CREs and retaining Death variable  (Read 3108 times)

Offline Riklaunim

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Easy way to replace CREs and retaining Death variable
« on: August 16, 2005, 06:24:49 AM »
Is there an easy way (in weidu?) co copy a cre file like elder orb -> goblin but to retain the old deatch variable? (goblin variable for the copyed elder orb)

Offline Grim Squeaker

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Re: Easy way to replace CREs and retaining Death variable
« Reply #1 on: August 16, 2005, 07:27:51 AM »
Well what do you mean by copying it and making it a goblin?  Do you want to change the animation?  Race?  Stats?
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Offline Riklaunim

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Re: Easy way to replace CREs and retaining Death variable
« Reply #2 on: August 16, 2005, 07:35:24 AM »
everything :) so instead 10 enemy goblins we have 10 enemy beholders/others :) more fun heart of furry mode - changes everything but the death variable (it's important in situations like windspear hills in the garren house - you have to kill those orcs if the sequence has to go on).

Offline Sorrow

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Re: Easy way to replace CREs and retaining Death variable
« Reply #3 on: August 16, 2005, 08:23:45 AM »
Bez sensu.  (It doesn't make sense.)
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Offline Coincidence

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Re: Easy way to replace CREs and retaining Death variable
« Reply #4 on: August 16, 2005, 08:25:33 AM »
Racja ( True. True. [ understood only for polish modders - and not only because we wrote in our language ] )

Offline Riklaunim

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Re: Easy way to replace CREs and retaining Death variable
« Reply #5 on: August 16, 2005, 08:37:31 AM »
It's for my Crazy Remixes :P so it's more mod friendly etc. :) and easier to make... It's quite fun exploring firkraag lair... where are thos 10 orogs... ups 10 artemis entreries pops out of invisibility :)

Offline CamDawg

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Re: Easy way to replace CREs and retaining Death variable
« Reply #6 on: August 16, 2005, 09:38:43 AM »
Assuming you're replacing bar.cre with foo.cre from your modfolder:

Code: [Select]
COPY_EXISTING ~bar.cre~ ~override~
  READ_ASCII 0x280 "dv" (32)

COPY ~modfolder/foo.cre~ ~override/bar.cre~
  WRITE_ASCII 0x280 "%dv%" #32
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Offline Grim Squeaker

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Re: Easy way to replace CREs and retaining Death variable
« Reply #7 on: August 16, 2005, 09:41:23 AM »
You can also use DEATHVAR instead of 0x280, if it helps you remember exactly what you're doing.
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Offline Riklaunim

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Re: Easy way to replace CREs and retaining Death variable
« Reply #8 on: August 17, 2005, 05:32:20 AM »
Thanks :)

some screens from my old remixes:
(http://www.hubi.info/rik/new/sc1.png)
winter wolfs instead of goblins

(http://www.hubi.info/rik/new/sc2.png)
bhallspawn lesson 1: sometimes you can't kill everyone. Sand Golem guarding Irenicus genie :)

Offline Riklaunim

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Re: Easy way to replace CREs and retaining Death variable
« Reply #9 on: August 24, 2005, 03:48:06 AM »
I have:
Code: [Select]
COPY_EXISTING ~ORC04.CRE~ ~override~
READ_ASCII 0x280 "dv" (32)
COPY_EXISTING ~ARTEMIS.CRE~ ~override/ORC04.CRE~
WRITE_ASCII 0x280 "%dv%" #32

and I get:
Code: [Select]
[SETUP-CRAZY.TP2] PARSE ERROR at line 19 column 23-23
Near Text: (
syntax error
doesn't like (32) :)

Offline Avenger_teambg

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Re: Easy way to replace CREs and retaining Death variable
« Reply #10 on: August 24, 2005, 04:25:37 AM »
Actually, BG2 supports overriding of the scripting name (death variable).
The label of the actor header (first 32 bytes) works as a scripting name, if you turn the 0x08 bit on in the fields flag. It is a dword after the destination coordinates. (at offset 0x28, i think).

So, a very simple weidu patch could take the creature's original scripting name, write it into the actor header and turn the bit on in the header.

Offline CamDawg

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Re: Easy way to replace CREs and retaining Death variable
« Reply #11 on: August 24, 2005, 07:32:23 AM »
Can you post a bit of the code from before the error?
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Offline Riklaunim

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Re: Easy way to replace CREs and retaining Death variable
« Reply #12 on: August 25, 2005, 04:53:04 AM »
you meen the tp2?
Code: [Select]
BACKUP ~crazy~
AUTHOR "Riklaunim"

LANGUAGE ~English~
         ~eng~
         ~crazy/eng.tra~
LANGUAGE ~Polski~
         ~pol~ 
         ~crazy/pol.tra~

BEGIN @1

///////////////////////////
// Creatures //
///////////////////////////

// Some Artemis Entreries
COPY_EXISTING ~ORC04.CRE~ ~override~
READ_ASCII 0x280 "dv" (32)
COPY_EXISTING ~ARTEMIS.CRE~ ~override/ORC04.CRE~
WRITE_ASCII 0x280 "%dv%" #32

COPY_EXISTING ~ORC05.CRE~ ~override~
READ_ASCII 0x280 "dv" (32)
COPY_EXISTING ~ARTEMIS.CRE~ ~override/ORC05.CRE~
WRITE_ASCII 0x280 "%dv%" #32

COPY_EXISTING ~KOBWAR01.CRE~ ~override~
READ_ASCII 0x280 "dv" (32)
COPY_EXISTING ~ARTEMIS.CRE~ ~override/KOBWAR01.CRE~
WRITE_ASCII 0x280 "%dv%" #32
Maybe it's the "older" weidu problem, I'll try with the current one

Offline devSin

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Re: Easy way to replace CREs and retaining Death variable
« Reply #13 on: August 25, 2005, 09:35:13 AM »
Keep in mind that the CRE script name is 32 - "SPRITE_IS_DEAD" (20 bytes? I don't want to check).
This has nothing to do with your WeiDU error.

 

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