I'll take a look at dragon rendering and such. BTW, his portrait is messed up for some reason, on the last picture.
[edit] Here you go:
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mem.nop2(0x43A43C, 0x43A444)
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mem.nop2(0x43A43C, 0x43A444)
But it is every time, and I haven't it not too long ago. :/ E.g. I used original scripts for original dungeons and they also doesn't work. MoveToMap works only without 'HouseId' and 'Icon' parameters.GrayFace wrote:It happens if you specify HouseId parameter for which there is no text in trans.txt
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191 Kopalnię opanowały bestie, które wypełzły z podziemi wraz z pojawieniem się nieumarłych na powierzchni. Z głębi dochodzą dziwne dźwięki. Abandoned Temple
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191 1 Dungeon Ent 1 102 Kopalnia Placeholder 0 0 0 0 1.5 3 0 0 0
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evt.MoveToMap{X = -3008, Y = -1696, Z = 2464, Direction = 512, LookAngle = 0, SpeedZ = 0, HouseId = 191, Icon = 1, Name = "D05.blv"}
Thanks! It works. Now I just need script for dragons for using all items.GrayFace wrote:I'll take a look at dragon rendering and such. BTW, his portrait is messed up for some reason, on the last picture.
[edit] Here you go:Code: Select all
mem.nop2(0x43A43C, 0x43A444)
One second. I noticed that everything is ok when I removed everything mine from ...\Scripts\General. There must be some defect.GrayFace wrote:Same thing happens in the game itself, right? Do you have Rodril' scripts extending limits?
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mem.i4[0x47582C] = 0x4FB01C
I have found a bug caused by RemoveNPCTablesLimits script. I can use Quest function to set greetings, but if I will set greeting from NPCGREET.txt the game will be showing nothing or some errors like this:Rodril wrote:First is limits removal of NPC-related tables (Data, Greet, News, Group, Text, Topic). This script seems to be finished, but tested briefly. I've noticed, that topics are straight-binded to global events, so i was curious about them. And to made additional topics anyhow functional, i had to remove limits of Global.EVT as well. It allow to add new NPC, topics and assign new events to them. New lines should be appended, because game using old by it's index.
Put it into "...\Structs\After" folder, here is link to current state of script: https://www.dropbox.com/s/3ih4gqf6melfo ... s.lua?dl=0
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...s\3DO\Might and Magic VIII moded/Scripts/Core/events.lua:342: memory at address 150014 (referenced by 4170EB4) cannot be read
stack traceback:
[C]: in function 'error'
Scripts/Core/RSMem.lua:529: in function '__index'
...s\3DO\Might and Magic VIII moded/Scripts/Core/events.lua:342: in function 'NPCGreetingHook'
...s\3DO\Might and Magic VIII moded/Scripts/Core/events.lua:370: in function <...s\3DO\Might and Magic VIII moded/Scripts/Core/events.lua:370>
[C]: in function 'pcall'
Scripts/Core/Common.lua:102: in function 'pcall2'
Scripts/Core/RSMem.lua:1653: in function <Scripts/Core/RSMem.lua:1650>
arguments of 'NPCGreetingHook':
eax = 242
p = 68539808
local variables of 'NPCGreetingHook':
(*temporary) = (table: 0x0faf2798)
(*temporary) = (table: 0x003f9bd8)
(*temporary) = 68619956
(*temporary) = 968
(*temporary) = 8.7156071915604e-287
upvalues of 'NPCGreetingHook':
CurNPCGreet = "Hej, dobrze, że cię spotkałem! Reener, dowódca fortu chce się z tobą pilnie widzieć. Mówił, że chce ci powierzyć jakieś ważne zadanie. Powinien przebywać teraz w Siedzibie dowództwa."
Hello, i've fixed it. Somehow i gave twice lower space then needed to NPCGreet, now should work:J. M. Sower wrote: I have found a bug caused by RemoveNPCTablesLimits script. I can use Quest function to set greetings, but if I will set greeting from NPCGREET.txt the game will be showing nothing or some errors like this:
Great, i like all thing related to party managment, in my opinion making party composition flexible in MM8 was a big step forward in terms of roleplay (i dream about button "speak" near "dismiss" in inventory screen).J. M. Sower wrote: Rodril I used yours script "HardcoreTopicFunctions" and I have made a small script, "PartyQueueKeys". It is for moving characters in party queue by clicking choosen keys. Also I placed in this script posibility to change/turn off sound of hiring character, because it can be loud when you click to move character.
http://www.mediafire.com/file/kcmzjljkk ... ueKeys.lua
That's nice!Rodril wrote:Great, i like all thing related to party managment, in my opinion making party composition flexible in MM8 was a big step forward in terms of roleplay (i dream about button "speak" near "dismiss" in inventory screen).
And i should have thought about sound, i've added second param to HireCharacter() function, when it is true, function jumping over of sound playbak (like, HireCharacter(5, true) - hire Arius without sound).
Here is updated version:
https://www.dropbox.com/s/noh6cn5l4s1xw ... s.lua?dl=0
Also RefreshHouseScreen() improved a lot.
I've made new versions of my patches recognize 0 price items as unsellable. They can now be identified and repaired (for 1 gold though). I'll test your script with the new patch to see if tweaks are needed on my part.Rodril wrote:2. New items eventually will appear in shops of their kind, if you want to prevent it - set it's material as "relic" or "special" (in case of "special" also noone will buy this item).
I use hooks at 0x49003c, 0x49004c ("mouse under" event) and at 0x4bb632, 0x4bb642 ("mouse click" event) (lines 2267 - 2301 of script). There are same algorythms and both hooks are same. These parts checks if item's index is in interval of sellable items, and if true, then jump to one address, else - to another, no any special cases depends of item's type. I think, hook could be set at 0x490037, but i don't have good suggestions for 0x4bb630 section. In my hooks i make jumps depends on item's material, checking item's price seems more universal solution, so no need to save existing hooks if there won't be better spots.GrayFace wrote:I've made new versions of my patches recognize 0 price items as unsellable. They can now be identified and repaired (for 1 gold though). I'll test your script with the new patch to see if tweaks are needed on my part.
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