Author Topic: FIXED: Nalia chat / Area variables  (Read 2188 times)

Offline jcompton

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FIXED: Nalia chat / Area variables
« on: February 21, 2003, 01:47:15 AM »
Nalia wants to talk immediately upon join. NALIA.bcs block 22 activated.

The problem here would seem to be in your conversion of the area variable "TannerWarning2","AR0502" into "AR0502TannerWarning2","GLOBAL" doing so, it's naturally zero when she first joins, so she tries to warn us about the evil tanner across the country where we've never been.

Is this a translation error, or does IWD2 not support area variables?

If area variables aren't supported... doesn't that mean some fairly bad things later in the game? I seem to recall that things like Bodhi's return to the graveyard in C6 key off of area variables...

Cespenar says, "Kelsey and friends be at the Pocket Plane? Ohhh yesssss!"

Offline weimer

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FIXED: Nalia chat / Area variables
« Reply #1 on: February 21, 2003, 05:29:20 PM »
The problem here is that IWD2 refuses to treat AREA variables as AREA variables unless they have the form ARxxxx with x in [0-9]. I have tried for a bit and absolutely cannot come up with a "happy renaming scheme" (e.g., _r0502, a_0502, ab0502, ar05020, ar0502_, ...) that works.

I had hoped that prepending GLOBAL would work but I forgot about the special (and, IMHO, a bad design choice) "undefined until visited" semantics.

However, I cannot use BG2 areas as is. That would break my goal of not destroying IWD2 *and* it would make it difficult to start the game (the gov't district would override the targos docks, yada yada) *and* bits of the engine I don't really care about (either built in or in 2da files) already make assumptions about areas with those names.

So with a heavy heart I will remap all BG2 AREs in sequence starting with AR0000. This works fine (I have tested it) and is transparent to players but is annoying for testers.

If you can think of something better, let me know. Fixed in v6.                    


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