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Remove guards from DucalPalace cellar
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Ychap committed Oct 13, 2024
1 parent 2b306c6 commit a1d73a2
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Showing 10 changed files with 38 additions and 144 deletions.
23 changes: 0 additions & 23 deletions JA#BGT_AdvPack/Husam/ja#priso.d
Original file line number Diff line number Diff line change
Expand Up @@ -81,26 +81,3 @@ IF ~~ THEN JA#PRISO_13
END

// END JA#PRISO



BEGIN ~JA#FLAM1~

IF ~True()~ THEN JA#FLAM1_0
SAY @34
IF ~~ THEN REPLY @35 EXIT
IF ~~ THEN REPLY @36 GOTO JA#FLAM1_1
IF ~~ THEN REPLY @37 GOTO JA#FLAM1_2
END

IF ~~ THEN JA#FLAM1_1
SAY @38
IF ~~ THEN DO ~SetGlobal("JA#ENEMY","%NBaldursGate_DucalPalace_Cellar%",1) Enemy()~ EXIT
END

IF ~~ THEN JA#FLAM1_2
SAY @39
IF ~~ THEN DO ~SetGlobal("JA#ENEMY","%NBaldursGate_DucalPalace_Cellar%",1) Enemy()~ EXIT
END

// END JA#FLAM1
115 changes: 6 additions & 109 deletions JA#BGT_AdvPack/Husam/setup-Husam.tpa
Original file line number Diff line number Diff line change
Expand Up @@ -6,8 +6,6 @@
COPY ~JA#BGT_AdvPack/Husam/JA#7211A.BAM~ ~override~


COPY ~JA#BGT_AdvPack/Husam/JA#FLAM1.CRE~ ~override~

COPY ~JA#BGT_AdvPack/Husam/JA#PRISO.CRE~ ~override~
SAY NAME1 @2045
SAY NAME2 @2046
Expand All @@ -30,7 +28,6 @@ END ELSE BEGIN
END


COMPILE EVALUATE_BUFFER ~JA#BGT_AdvPack/Husam/JA#FLM01.BAF~
COMPILE EVALUATE_BUFFER ~JA#BGT_AdvPack/Husam/JA#7211T.BAF~
COMPILE EVALUATE_BUFFER ~JA#BGT_AdvPack/Husam/JA#STHFX.BAF~
COMPILE EVALUATE_BUFFER ~JA#BGT_AdvPack/Husam/JA#CANDL.BAF~
Expand Down Expand Up @@ -118,44 +115,16 @@ COPY_EXISTING ~HUSAM2.CRE~ ~override/JA#HUSAM.CRE~
WRITE_ASCII DIALOG ~JA#HUSAM~ #8
BUT_ONLY

COPY_EXISTING ~FLAM7.CRE~ ~override~
LPF REMOVE_CRE_SCRIPT STR_VAR script_old = ~FLAM7~ END
LPF ADD_CRE_SCRIPT STR_VAR script_new = ~JA#FLM01~ END
LPF REPLACE_CRE_SCRIPT STR_VAR script_old = ~WDASIGHT~ script_new = ~WTASIGHT~ END
BUT_ONLY

COPY_EXISTING ~FLAM9.CRE~ ~override~
LPF REMOVE_CRE_SCRIPT STR_VAR script_old = ~INITDLG~ END
LPF ADD_CRE_SCRIPT STR_VAR script_new = ~JA#FLM01~ END
LPF REPLACE_CRE_SCRIPT STR_VAR script_old = ~WDASIGHT~ script_new = ~WTASIGHT~ END
BUT_ONLY


COPY_EXISTING ~%NBaldursGate_DucalPalace_Cellar%.ARE~ ~override~
GET_OFFSET_ARRAY actors ARE_V10_ACTORS
PHP_EACH actors AS i => actor BEGIN
READ_SHORT actor+0x20 actor_pos_x
READ_ASCII actor+0x80 actor_filename
PATCH_MATCH ~%actor_pos_x%~ WITH
710 WHEN (~%actor_filename%~ STR_EQ ~FLAM7~) BEGIN
WRITE_SHORT actor+0x20 710
WRITE_SHORT actor+0x22 1055
WRITE_SHORT actor+0x24 710
WRITE_SHORT actor+0x26 1055
WRITE_SHORT actor+0x34 12
END
693 WHEN (~%actor_filename%~ STR_EQ ~FLAM7~) BEGIN
WRITE_SHORT actor+0x20 693
WRITE_SHORT actor+0x22 1072
WRITE_SHORT actor+0x24 693
WRITE_SHORT actor+0x26 1072
WRITE_SHORT actor+0x34 14
END
DEFAULT
// Delete all actors (guards and prisoner(BGT only))
FOR (i = (SHORT_AT 0x58)-1; i >= 0; --i) BEGIN
LPF fj_are_structure
INT_VAR fj_delete_mode = i
STR_VAR fj_structure_type = actor
END
END
LPF DELETE_AREA_ACTOR STR_VAR cre_to_delete = ~PRISON~ END // exists only in BGT
// add new actors
// add new actor
LPF fj_are_structure
INT_VAR
fj_loc_x = 1122
Expand All @@ -168,54 +137,6 @@ COPY_EXISTING ~%NBaldursGate_DucalPalace_Cellar%.ARE~ ~override~
fj_name = ~Gefangener~
fj_cre_resref = ~JA#PRISO~
END
LPF fj_are_structure
INT_VAR
fj_loc_x = 297
fj_loc_y = 603
fj_dest_x = 297
fj_dest_y = 603
fj_orientation = 9
STR_VAR
fj_structure_type = actor
fj_name = ~Flaming Fist Mercena~
fj_cre_resref = ~FLAM7~
END
LPF fj_are_structure
INT_VAR
fj_loc_x = 383
fj_loc_y = 579
fj_dest_x = 383
fj_dest_y = 579
fj_orientation = 4
STR_VAR
fj_structure_type = actor
fj_name = ~Flaming Fist Mercena~
fj_cre_resref = ~FLAM7~
END
LPF fj_are_structure
INT_VAR
fj_loc_x = 353
fj_loc_y = 530
fj_dest_x = 353
fj_dest_y = 530
fj_orientation = 1
STR_VAR
fj_structure_type = actor
fj_name = ~Flaming Fist Mercena~
fj_cre_resref = ~FLAM7~
END
LPF fj_are_structure
INT_VAR
fj_loc_x = 895
fj_loc_y = 828
fj_dest_x = 895
fj_dest_y = 828
fj_orientation = 0
STR_VAR
fj_structure_type = actor
fj_name = ~JA#FLAM1~
fj_cre_resref = ~JA#FLAM1~
END
// add region triggers
LPF fj_are_structure
INT_VAR
Expand Down Expand Up @@ -330,30 +251,6 @@ COPY_EXISTING ~%NBaldursGate_DucalPalace_Cellar%.ARE~ ~override~
fj_name = ~JA#TRAP3~
fj_reg_script = ~GTCK~
END
LPF fj_are_structure
INT_VAR
fj_type = 0 // trap
fj_box_left = 624
fj_box_top = 528
fj_box_right = 1199
fj_box_bottom = 957
fj_cursor_idx = 0
fj_flags = 0b00000000010
fj_trap_active = 1
fj_trap_status = 0
fj_trap_detect = 0
fj_trap_remove = 0
fj_loc_x = 461
fj_loc_y = 768
fj_vertex_0 = 624 + (914 << 16)
fj_vertex_1 = 1146 + (528 << 16)
fj_vertex_2 = 1199 + (566 << 16)
fj_vertex_3 = 683 + (957 << 16)
STR_VAR
fj_structure_type = region
fj_name = ~JA#TRAP4~
fj_reg_script = ~JA#7211T~
END
// add entrance
LPF fj_are_structure
INT_VAR
Expand Down
6 changes: 6 additions & 0 deletions JA#BGT_AdvPack/languages/english/ja#flam1.tra
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
@34 = ~Hey, you! Get out of here! You are not allowed to be in the basement of the palace.~
@35 = ~Okay, I'm leaving.~
@36 = ~You're mistaken! Let us pass or I have to take up arms!~
@37 = ~It's about life and death! I have important work to do down here.~
@38 = ~Ha! Let's see what you got. Angelo Dosan has warned us about you!~
@39 = ~Ha! I see through your intentions! Angelo Dosan has warned us about you!~
6 changes: 0 additions & 6 deletions JA#BGT_AdvPack/languages/english/ja#priso.tra
Original file line number Diff line number Diff line change
Expand Up @@ -32,9 +32,3 @@
@31 = ~No, not yet.~
@32 = ~Ha! How things can change for the better... Thank you, my friends! We'll surely meet again someday.~
@33 = ~You have to pull the middle torch holder on the northwest wall of the basement, then the secret passage opens.~
@34 = ~Hey, you! Get out of here! You are not allowed to be in the basement of the palace.~
@35 = ~Okay, I'm leaving.~
@36 = ~You're mistaken! Let us pass or I have to take up arms!~
@37 = ~It's about life and death! I have important work to do down here.~
@38 = ~Ha! Let's see what you got. Angelo Dosan has warned us about you!~
@39 = ~Ha! I see through your intentions! Angelo Dosan has warned us about you!~
6 changes: 6 additions & 0 deletions JA#BGT_AdvPack/languages/german/ja#flam1.tra
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
@34 = ~He, Ihr da! Verschwindet hier! Ihr habt im Keller des Palasts nichts zu suchen.~
@35 = ~Schon gut, ich gehe wieder.~
@36 = ~Irrtum! Lasst uns durch oder ich muss zur Waffe greifen!~
@37 = ~Es geht um Leben und Tod! Ich habe hier unten Wichtiges zu erledigen.~
@38 = ~Ha! Das wollen wir doch mal sehen. Angelo Dosan hat uns vor Euch gewarnt!~
@39 = ~Ha! Ich durchschaue Eure Absichten! Angelo Dosan hat uns vor Euch gewarnt!~
6 changes: 0 additions & 6 deletions JA#BGT_AdvPack/languages/german/ja#priso.tra
Original file line number Diff line number Diff line change
Expand Up @@ -32,9 +32,3 @@
@31 = ~Nein, noch nicht.~
@32 = ~Ha! Wie sich die Dinge doch zum Guten wandeln können … Habt Dank, meine Freunde! Wir werden uns sicher irgendwann wiedersehen.~
@33 = ~Ihr müsst am mittleren der drei Fackelhalter an der nordwestlichen Wand dieses Kellers ziehen, dann öffnet sich der Durchgang.~
@34 = ~He, Ihr da! Verschwindet hier! Ihr habt im Keller des Palasts nichts zu suchen.~
@35 = ~Schon gut, ich gehe wieder.~
@36 = ~Irrtum! Lasst uns durch oder ich muss zur Waffe greifen!~
@37 = ~Es geht um Leben und Tod! Ich habe hier unten Wichtiges zu erledigen.~
@38 = ~Ha! Das wollen wir doch mal sehen. Angelo Dosan hat uns vor Euch gewarnt!~
@39 = ~Ha! Ich durchschaue Eure Absichten! Angelo Dosan hat uns vor Euch gewarnt!~
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20 changes: 20 additions & 0 deletions JA#BGT_AdvPack/unused/Lawsystem/ja#flam1.d
Original file line number Diff line number Diff line change
@@ -0,0 +1,20 @@
BEGIN ~JA#FLAM1~

IF ~True()~ THEN JA#FLAM1_0
SAY @34
IF ~~ THEN REPLY @35 EXIT
IF ~~ THEN REPLY @36 GOTO JA#FLAM1_1
IF ~~ THEN REPLY @37 GOTO JA#FLAM1_2
END

IF ~~ THEN JA#FLAM1_1
SAY @38
IF ~~ THEN DO ~SetGlobal("JA#ENEMY","%NBaldursGate_DucalPalace_Cellar%",1) Enemy()~ EXIT
END

IF ~~ THEN JA#FLAM1_2
SAY @39
IF ~~ THEN DO ~SetGlobal("JA#ENEMY","%NBaldursGate_DucalPalace_Cellar%",1) Enemy()~ EXIT
END

// END JA#FLAM1

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