Traders + Reactive Temple Mods

Discussion in 'General Modification' started by Sitra Achara, Aug 9, 2008.

Remove all ads!
  1. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,613
    Likes Received:
    537
    Hi folks,

    I'm releasing Reactive Temple v1.0.

    It's a limited version, with only Fire and Air regrouping, due to the problems mentioned above.

    Hopefully, DarkStorm will finish his engine remake some day so that these kind of problems can be dealt with. Till then, a partial release is better than no release.

    The conditions for triggering the regroup:


    • Air Temple - having killed any of the other faction leaders before Kelno gives you that quest. (reflecting Kelon's paranoia)
    • Fire Temple - having killed any of the other faction leaders before talking to Alrrem. (he's crazy like that :p)

    Previous improvements, like fire spells fizzling in the Water Pool Chamber, have already been implemented in Co8 5.8.

    Also, check out what happens when you kill the Juggernaut :)


    Gaear - please integrate this with Co8 5.9.

    (files also include some bits from the Traders mod, though nothing is actually activated in that department; just cutting down the list of incompatible files)


    Also, note that RT gives one of your PC party members a san_new_map script. I've added a failsafe in case the scriptbearer dies, but should the scriptbearer be dumped in the inn logbook, please make sure you stop by the Hommlet outdoors before venturing back to the Temple.
     

    Attached Files:

    Last edited: Jul 31, 2010
  2. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,029
    Likes Received:
    42
    Are you really giving up on earth and water? It seems like the do-nothing behavior of the priests would likely be something fairly basic. (Hedrack was rendered similarly impotent a couple releases back, for example, by missing one single quote (') in his AI entry.) I overlook stuff like that all the time.

    edit

    What is proto 14811? It isn't named in description.mes.

    edit 2

    Do you want the old t.py in there (dated 11/28/2009) or the newer one (currently in, dated 6/25/2010)?
     
    Last edited: Jul 31, 2010
  3. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,613
    Likes Received:
    537
    You know what troubles me most?

    That now I can't replicate the priests' freezeup. Bah :p

    RT 1.1, with Water regroup enabled, attached.

    Could you guys test it?

    edit:

    The newer t.py.


    14811 is an attempt to create a "beacon" for the AI to approach (using the AI command "target friendly low AC" or something like that). I've had partial success with it.
     

    Attached Files:

    Last edited: Jul 31, 2010
  4. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,029
    Likes Received:
    42
    Is the only change from 1.0 to 1.1 in py00439?
     
  5. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,613
    Likes Received:
    537
    Yup. (just uncommented the command to regroup the Water Temple in the san_new_map script, plus a small addition to make Oohlgrist appear in the Water Temple if you recruit him later on)
     
  6. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,029
    Likes Received:
    42
    What are the general conditions for this whole thing to get off the ground? I just tried a run through the temple and nothing was changed, but I just consoled the story state and game area from a fresh start.
     
  7. Salk

    Salk Established Member

    Joined:
    Jan 2, 2006
    Messages:
    258
    Likes Received:
    0
    Thanks for this release, Sitra Achara!
     
  8. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,613
    Likes Received:
    537
    You have to pass through Hommlet outdoors at least once.

    Then, try killing Romag right off the bat and descend to level 2.

    If it's working right, one of your PCs (the leftmost under most circumstances) should bear the 439script_daemon script in their san_new_map and san_dying scripts:

    Code:
    game.party[0].scripts[38]
    Should return 439.
     
  9. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,613
    Likes Received:
    537
    RT 1.1.1:

    * A small fix for Oohlgrist joining a Temple after the regroup.
    * Some modest scripting and dialogue for the Water Temple "sentry". See what happens if you pester him too much ;)
    * Altered Kelno dialogue a little to reflect the regroup - if he's regrouped, then when he calls out to his guards, there actually *are* guards nearby...

    The files are to be installed on top of RT 1.1.

    Also, please tell me if it's actually working.
     

    Attached Files:

    Last edited: Aug 7, 2010
  10. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,029
    Likes Received:
    42
    Okay, installed the new stuff, loaded my 'haven't done anything yet just hanging around Hommlet' game (which is a t party, incidentally), went in and out of the WW, consoled the ToEE area as known, went to ToEE, went down to level 1 and killed Romag, went to level 2 and tried Kelno, who acted normally, killed him, and went to see Belsornig, who acted normally.

    game.party[0].scripts[38] after killing Romag and going down to level 2 returned 0.

    (Also bear in mind that I installed this overtop the current state of 5.9, but I haven't fiddled anything having to do with the temple.)
     
    Last edited: Aug 7, 2010
  11. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,613
    Likes Received:
    537
    Have you by any chance removed the Generic Spawner object from Hommlet?
     
  12. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,029
    Likes Received:
    42
    No, the generic spawner is still there. Tried it again - still no dice.
     
  13. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,613
    Likes Received:
    537
    Duh... I forgot to include the altered generic spawner file...:dribble:

    Here it is. Let's hope I didn't forget any others :)

    Also, if the script thing returns 0, there's no point in going to the Temple etc. It's a must.
     

    Attached Files:

    Last edited: Aug 13, 2010
  14. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,029
    Likes Received:
    42
    Okay!

    Now it all works. I did the Air Temple - great fun, that was quite a melee. Makes you see the real potential in the ToEE engine. Kelno was suddenly transformed into something of a badass, as he should be, and his windwall spell looked really cool.

    Anyway, here are a couple things I saw: Kelno's female bugbears and Romag's right-hand man both have 'san start_combat' floatlines in red on their turn. Also, two goblins and one female bugbear remained in the room NW of Kelno's normal office. (See pic) Not sure if that was by design or not.

    air.jpg
     
  15. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,613
    Likes Received:
    537
    The 'san_start_combat' float is enabled by flag 403, which I designated as the "Test Mode" flag. It's flagged 1 when you load up t.py.

    As for the goblins and female bugbear, someone still has to do the cooking :) Also, there are enough critters in the Air room already - so much that many stay inactive anyway (Combat queue limit).
     
    Last edited: Aug 14, 2010
Our Host!