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 ) 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.
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)?
You know what troubles me most? That now I can't replicate the priests' freezeup. Bah 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.
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)
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.
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.
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.
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.)
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.
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.
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).