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c#solaufein.tp2
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c#solaufein.tp2
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BACKUP ~C#Solaufein\backup~
AUTHOR ~Please post at G3 or Kerzenburgforum, refer to readme.~
VERSION ~3.2~
README ~C#Solaufein/readme.solaufeinsrescue.%LANGUAGE%.html~ ~C#Solaufein/readme.solaufeinsrescue.english.html~
AUTO_TRA ~C#Solaufein\Translations\autotra/%s~
ALWAYS
ACTION_IF GAME_IS ~eet~ BEGIN
OUTER_SET bg2_chapter = 12
END ELSE BEGIN
OUTER_SET bg2_chapter = 0
END
OUTER_FOR (i=1; i<=10; i=i+1) BEGIN
OUTER_SET bg2_chapter = bg2_chapter + 1
OUTER_SPRINT name_source ~bg2_chapter_%i%~
OUTER_SET EVAL ~%name_source%~ = bg2_chapter
END
//CamDawgs CD_STATE_NOTVALID zum Checken der Dialogfähigkeit eines Char
//Thank you very much, CamDawg!
APPEND ~STATE.IDS~ // adds custom IsValidForPartyDialogue state
~0x80101FEF CD_STATE_NOTVALID~
UNLESS ~CD_STATE_NOTVALID~
OUTER_SET SOLAUFEIN_TIMER = 1200
OUTER_SET SOLAUFEIN_TIMERTOB = 900
OUTER_SET SOLAUFEIN_BANTER_FAST = 1800
OUTER_SET SOLAUFEIN_BANTER_NORMAL = 3600
OUTER_SET SOLAUFEIN_BANTER_SLOW = 5400
OUTER_SPRINT ~Drideranimation_male~ ~DRIDER_MALE~
OUTER_SPRINT ~Drideranimation_female~ ~DRIDER_FEMALE~
ACTION_IF GAME_IS ~eet~ THEN BEGIN
OUTER_SPRINT ~IsContiGameToB~ ~Global("NEWGAME_TOB","GLOBAL",0)~
OUTER_SPRINT ~IsNewGameToB~ ~Global("NEWGAME_TOB","GLOBAL",1)~
END
ACTION_IF NOT GAME_IS ~eet~ THEN BEGIN
OUTER_SPRINT ~IsContiGameToB~ ~False()~
OUTER_SPRINT ~IsNewGameToB~ ~~
END
/* all following actions are only processed ONCE for the whole mod, independent of un- and reinstalling of single components */
ACTION_IF !FILE_EXISTS ~C#Solaufein/Install/c#solaufeinreinstall.mrk~ BEGIN
/*
* Copies tra files into the autotra-folder (to leave the originals untouched)
*/
DEFINE_ACTION_FUNCTION autotra_workaround BEGIN
COPY ~C#Solaufein\Translations/%LANGUAGE%~ ~C#Solaufein\Translations/autotra/%LANGUAGE%~
END
LAF autotra_workaround END
ACTION_DEFINE_ARRAY fl#noconvert BEGIN setup END
ACTION_DEFINE_ARRAY fl#reload BEGIN game END
LAF HANDLE_CHARSETS
INT_VAR
infer_charsets = 1
STR_VAR
tra_path = EVAL ~C#Solaufein\Translations/autotra~
noconvert_array = fl#noconvert
reload_array = fl#reload
END
//////////////////////////////////////////////////////////////////////////////////
////Give WILSON banter file as used in the Wilson chronicles ///
//////////////////////////////////////////////////////////////////////////////////
ACTION_IF FILE_EXISTS_IN_GAME ~wilson.dlg~ THEN BEGIN
PRINT ~Wilson detected - Wilson interdia.2da append - set Wilsons's banter file (BWILSON & BWILSO25)~
APPEND ~interdia.2da~ ~WILSON BWILSON BWILSO25~
UNLESS ~WILSON~
ACTION_IF NOT (FILE_EXISTS_IN_GAME ~BWILSON.dlg~) THEN BEGIN
<<<<<<<< ...inlined/BWILSON.d
BEGIN BWILSON
>>>>>>>>
COMPILE ~...inlined/BWILSON.d~
END
ACTION_IF NOT (FILE_EXISTS_IN_GAME ~BWILSO25.dlg~) THEN BEGIN
<<<<<<<< ...inlined/BWILSO25.d
BEGIN BWILSO25
>>>>>>>>
COMPILE ~...inlined/BWILSO25.d~
END
END
COPY ~C#Solaufein/install/component.xx~ ~C#Solaufein/Install/c#solaufeinreinstall.mrk~
END //c#solaufeinreinstall.mrk
//TRAs declared in LANGUAGE must be reloaded
LOAD_TRA ~C#Solaufein\Translations/autotra/english/game.tra~
LOAD_TRA ~C#Solaufein\Translations/autotra/%LANGUAGE%/game.tra~
END //ALWAYS
LANGUAGE ~Deutsch~
~german~
~C#Solaufein\Translations\german\setup.tra~
~C#Solaufein\Translations\german\game.tra~
LANGUAGE ~English~
~english~
~C#Solaufein\Translations\english\setup.tra~
~C#Solaufein\Translations\english\game.tra~
LANGUAGE ~Russian~
~russian~
~C#Solaufein\Translations\english\setup.tra~
~C#Solaufein\Translations\russian\game.tra~
BEGIN @90000
DESIGNATED 0
LABEL JasteysSolaufeinRescue-Main
REQUIRE_PREDICATE GAME_IS ~bgt bg2ee tob eet~ @90011
FORBID_COMPONENT ~EET_end.tp2~ ~0~ @90012
FORBID_COMPONENT ~EET_end.tp2~ ~1~ @90012
ADD_JOURNAL TITLE (@1799) @67 @1795 @1796 @1797 @1798 USING ~C#Solaufein\Translations\autotra/%LANGUAGE%/C#SOLATRA.TRA~
COPY_EXISTING ~ar2100.are~ ~override~
LAUNCH_PATCH_FUNCTION ~fj_are_structure~
INT_VAR
fj_type = 2 //travel
fj_box_left = 18
fj_box_top = 2509
fj_box_right = 103
fj_box_bottom = 2689
fj_cursor_idx = 30 //door
fj_vertex_0 = 103 + (2509 << 16)
fj_vertex_1 = 90 + (2509 << 16)
fj_vertex_2 = 90 + (2689 << 16)
fj_vertex_3 = 203 + (2689 << 16)
STR_VAR
fj_structure_type = region
fj_name = Tranc#so
fj_destination_area = c#so01
fj_destination_name = Exit2100
END
LAUNCH_PATCH_FUNCTION ~fj_are_structure~
INT_VAR
fj_loc_x = 147
fj_loc_y = 2634
fj_orientation = 12 //E
STR_VAR
fj_structure_type = entrance
fj_name = Exitc#so
END
//trigger point with script
LPF ~fj_are_structure~
INT_VAR
fj_type = 1 //trigger
fj_box_left = 18
fj_box_top = 2509
fj_box_right = 103
fj_box_bottom = 2689
fj_cursor_idx = 30 //door
fj_vertex_0 = 103 + (2509 << 16)
fj_vertex_1 = 90 + (2509 << 16)
fj_vertex_2 = 90 + (2689 << 16)
fj_vertex_3 = 203 + (2689 << 16)
STR_VAR
fj_structure_type = region
fj_name = c#sorune
fj_reg_script = c#sopass
END
//container and item
LPF ~fj_are_structure~
INT_VAR
fj_type = 8 //nonvisible
fj_loc_x = 3810
fj_loc_y = 1962
fj_box_left = 3809
fj_box_top = 1783
fj_box_right = 3824
fj_box_bottom = 1826
fj_trap_loc_x = 3810
fj_trap_loc_y = 1962
fj_vertex_0 = 3809 + (1880 << 16)
fj_vertex_1 = 3818 + (1823 << 16)
fj_vertex_2 = 3824 + (1826 << 16)
fj_vertex_3 = 3819 + (1783 << 16)
STR_VAR
fj_structure_type = container
fj_name = ~C#Felsspalte~
END
BUT_ONLY
/* areas */
COPY ~C#Solaufein\area~ ~Override~
ACTION_IF GAME_IS ~bg2ee eet~ BEGIN
COPY ~C#Solaufein\area\C#SO01_EE.MOS~ ~Override\C#SO01.MOS~
COPY ~C#Solaufein\pvrz~ ~Override~
END
ELSE BEGIN
COPY ~C#Solaufein\tis_v1~ ~Override~
END
/* place ambient into override folder to prevent area from crashing */
COPY_EXISTING ~AM0804.WAV~ ~override~
/* bams */
COPY ~C#Solaufein\bams~ ~Override~
/* vvc */
COPY ~C#Solaufein\vvc~ ~Override~
/* effects */
COPY ~C#Solaufein\eff~ ~Override~
/* items */
COPY ~C#Solaufein/items/c#sorun1.itm~ ~override/c#sorun1.itm~
SAY NAME1 @1
SAY NAME2 @1
SAY UNIDENTIFIED_DESC @1
SAY DESC @2
ACTION_IF GAME_IS ~bg2ee eet~ THEN BEGIN
COPY_EXISTING ~c#sorun1.itm~ ~override~
WRITE_ASCII 0x58 ~CMISC2N~ #8
END
COMPILE EVALUATE_BUFFER ~C#Solaufein\Dialogues\C#SOLAU.d~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
COMPILE EVALUATE_BUFFER ~C#Solaufein\Dialogues\C#SOLAUJ.d~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
COMPILE EVALUATE_BUFFER ~C#Solaufein\Dialogues\c#solaufein_interjections.d~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
ACTION_IF GAME_IS ~bg2ee eet~ THEN BEGIN
COMPILE EVALUATE_BUFFER ~C#Solaufein\Dialogues\c#solaufein_interjections_ee.d~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
END
COMPILE EVALUATE_BUFFER ~C#Solaufein\Dialogues\scenery_dialogues_soa.d~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
COMPILE EVALUATE_BUFFER ~C#Solaufein\Dialogues\sola_quest.d~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
COMPILE EVALUATE_BUFFER ~C#Solaufein\Dialogues\C#SOLAUB.d~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
EXTEND_BOTTOM ~mazzyd.bcs~ ~C#Solaufein/scripts/c#solau_mazzyd.baf~ EVALUATE_BUFFER
ACTION_IF GAME_IS ~bg2ee eet~ THEN BEGIN
COMPILE EVALUATE_BUFFER ~C#Solaufein\Dialogues\C#SOLAUB_ee.d~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
END
/* ------------ tob ------------------ - */
ACTION_IF GAME_IS ~tob bg2ee eet~ THEN BEGIN
COMPILE EVALUATE_BUFFER ~C#Solaufein/Dialogues/C#SOLAU_ToB.d~
USING ~C#Solaufein/Translations/autotra/%s/c#solatra.tra~
// epilogue: ##
EXTEND_TOP ~AR6200.bcs~ ~c#solaufein\scripts\solau_epilog_AR6200.baf~
/* no friendship */
COPY ~c#solaufein\2da\c#soepxx.2da~ ~override/c#soep01.2da~
REPLACE ~99999~ @3
/* friendship */
COPY ~c#solaufein\2da\c#soepxx.2da~ ~override/c#soep02.2da~
REPLACE ~99999~ @4
END
/* -------------------------------------- */
//The PID, to be compiled as last dialogue file
COMPILE ~C#Solaufein\Dialogues\C#SOLAU_PID.d~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
COMPILE EVALUATE_BUFFER ~C#Solaufein\Scripts\C#SOLAU.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
ACTION_IF GAME_IS ~bgt tob~ THEN BEGIN
EXTEND_BOTTOM ~C#SOLAU.bcs~ ~C#Solaufein\Scripts\c#_lvl.baf~ EVALUATE_BUFFER
END
ACTION_IF GAME_IS ~bg2ee eet~ THEN BEGIN
EXTEND_BOTTOM ~C#SOLAU.bcs~ ~C#Solaufein\Scripts\c#_lvl_ee.baf~ EVALUATE_BUFFER
EXTEND_BOTTOM ~C#SOLAU.bcs~ ~C#Solaufein\Scripts\C#solau_ee.baf~ EVALUATE_BUFFER
END
COMPILE ~C#Solaufein\Scripts\C#SOLAU1.baf~
COMPILE ~C#Solaufein\Scripts\c#socut1.baf~
COMPILE ~C#Solaufein\Scripts\c#socut2.baf~
COMPILE ~C#Solaufein\Scripts\c#socut3.baf~
COMPILE ~C#Solaufein\Scripts\c#sodrsc.baf~
COMPILE ~C#Solaufein\Scripts\c#sodrf0.baf~
COMPILE ~C#Solaufein\Scripts\c#sodrm1.baf~
COMPILE ~C#Solaufein\Scripts\c#somob1.baf~
COMPILE ~C#Solaufein\Scripts\c#somob5.baf~
COMPILE ~C#Solaufein\Scripts\c#so01.baf~
COMPILE ~C#Solaufein\Scripts\c#sopass.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
COMPILE ~C#Solaufein\Scripts\c#sococ1.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
COMPILE ~C#Solaufein\Scripts\c#sococ2.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
COMPILE ~C#Solaufein\Scripts\c#sococ3.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
COMPILE ~C#Solaufein\Scripts\c#sococ4.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
COMPILE ~C#Solaufein\Scripts\c#sococ5.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
COMPILE ~C#Solaufein\Scripts\c#sococ6.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
COMPILE ~C#Solaufein\Scripts\c#sobrut.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
EXTEND_BOTTOM ~AR0300.bcs~ ~C#Solaufein\Scripts\C#Solau_AR0300.baf~
EXTEND_BOTTOM ~AR0800.bcs~ ~C#Solaufein\Scripts\C#Solau_AR0800.baf~
EXTEND_BOTTOM ~AR0900.bcs~ ~C#Solaufein\Scripts\C#Solau_AR0900.baf~
EXTEND_BOTTOM ~AR1000.bcs~ ~C#Solaufein\Scripts\C#Solau_AR1000.baf~
EXTEND_TOP ~AR2100.bcs~ ~C#Solaufein\Scripts\C#Solau_AR2100.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
EXTEND_TOP ~AR2401.bcs~ ~C#Solaufein\Scripts\C#Solau_AR2401.baf~
EXTEND_TOP ~AR2500.bcs~ ~C#Solaufein\Scripts\C#Solau_AR2500.baf~
EXTEND_BOTTOM ~AMCARRAS.bcs~ ~C#Solaufein\Scripts\AMCARRAS_add.baf~
/* in case Player1 gets rested via cutscene and not by RestParty() while Solaufein is not in the group */
/* spell and idea taken from Zed Nocear's BG1 trigger simulations! */
ACTION_IF !(FILE_CONTAINS_EVALUATED (~baldur.BCS~ ~"C#FATIG1"~))
THEN BEGIN
EXTEND_TOP ~baldur.bcs~ ~C#Solaufein/scripts/c#_7thpm_baldur_add.baf~
EXTEND_TOP ~baldur25.bcs~ ~C#Solaufein/scripts/c#_7thpm_baldur_add.baf~
COPY ~C#Solaufein/spells/C#FATIG1.SPL~ ~override~
END
/* Solaufein kit */
INCLUDE ~C#Solaufein/lib/fl#add_kit_ee.tpa~
ADD_KIT ~C#SoDrow~ ///Solaufein's drow kit
// appended to CLASWEAP.2da
~C#SoDrow 1 1 1 1 1 1 1 1
~
// appended column-wise to WEAPPROF.2da
~C#SoDrow 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 2 2 2 3 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5~
// appended to ABCLASRQ.2da
~C#SoDrow 9 0 0 0 0 0
~
// appended to ABCLSMOD.2da
~C#SoDrow 0 0 0 0 0 0~
// appended to ABDCDSRQ.2da
~C#SoDrow 17 0 0 0 0 0
~
// appended to ABDCSCRQ.2da
~C#SoDrow 15 0 0 0 0 0~
// appended to ALIGNMNT.2da
~C#SoDrow 1 1 1 1 1 1 1 1 1~
// appended to DUALCLAS.2da
~C#SoDrow 0 0 0 0 0 0~
// path to your CLAB-style 2da file
~C#Solaufein/2da/C#SoDrow.2da~
// PC races and classes allowed to use this kit, from KITTABLE.2da
~~
// usability flags, added to the end of the KITLIST.2da entry
~0x00004000 2~ ///vanilla fighter
// HLA table to use; see LUABBR.2da
~Fi0~
// list of starting equipment for PCs starting in ToB. Appended column-wise to 25STWEAP.2da
~* * * * * * * * * * * * * * * * * * * *~
// Lower, mixed, and help kit names and descriptions, added to KITLIST.2da
SAY @5
SAY @5
SAY @6
LAF fl#add_kit_ee STR_VAR kit_name = C#SoDrow END
/* spells */
COPY ~C#Solaufein\spells/c#soblin.spl~ ~override/c#soblin.spl~
COPY ~C#Solaufein\spells/c#sobrec.spl~ ~override/c#sobrec.spl~
COPY ~C#Solaufein\spells/c#somar2.spl~ ~override/c#somar2.spl~
COPY ~C#Solaufein\spells/c#sofeen.spl~ ~override/c#sofeen.spl~
SAY NAME1 @7
SAY UNIDENTIFIED_DESC @38
SAY DESC @38
COPY ~C#Solaufein\spells/c#sodark.spl~ ~override/c#sodark.spl~
SAY NAME1 @8
SAY UNIDENTIFIED_DESC @37
SAY DESC @37
COPY ~C#Solaufein\spells/c#sodimd.spl~ ~override/c#sodimd.spl~
SAY NAME1 @9
/* Portraits */
ACTION_IF GAME_IS ~bg2 tob bgt~ BEGIN
COPY ~C#Solaufein/Portraits/Portrait1/C#SolauL.bmp~ ~override/C#SolauL.bmp~
COPY ~C#Solaufein/Portraits/Portrait1/C#SolauM.bmp~ ~override/C#SolauM.bmp~
COPY ~C#Solaufein/Portraits/Portrait1/C#SolauS.bmp~ ~override/C#SolauS.bmp~
END
ACTION_IF GAME_IS ~bg2ee eet~ BEGIN
COPY ~C#Solaufein/Portraits/Portrait1/C#SolauL.bmp~ ~override/C#SolauL.bmp~
COPY ~C#Solaufein/Portraits/Portrait1/Portrait1_EE/C#SolauM.bmp~ ~override/C#SolauM.bmp~
COPY ~C#Solaufein/Portraits/Portrait1/Portrait1_EE/C#SolauS.bmp~ ~override/C#SolauS.bmp~
END
/* sound */
COPY ~C#Solaufein\Creatures\C#SOlau1.cre~ ~override\C#SOlau1.CRE~
ACTION_IF (FILE_EXISTS ~C#Solaufein/sound/%LANGUAGE%~) BEGIN
COPY ~C#Solaufein/sound/%LANGUAGE%~ ~override~
END
ELSE BEGIN
COPY ~C#Solaufein/sound/english~ ~override~
END
/* mute sound, for PID and dialogues */
COPY ~C#Solaufein/sound/c#ablank.wav~ ~override~
/* cre */
COPY ~C#Solaufein\Creatures\C#Sola12.cre~ ~override\C#Sola12.cre~
~C#Solaufein\Creatures\C#Soltob.cre~ ~override\C#Soltob.cre~
WRITE_SHORT 0x244 0
WRITE_SHORT 0x246 0x4000 + ~%C#SoDrow%~
SAY NAME1 #50874 //~Solaufein~
SAY NAME2 #50874 //~Solaufein~
SAY INITIAL_MEETING @12
SAY MORALE @13
SAY HAPPY @14
SAY UNHAPPY_ANNOYED @15
SAY UNHAPPY_SERIOUS @16
SAY UNHAPPY_BREAKING @16
SAY LEADER @17
SAY TIRED @18
SAY BORED @19
SAY BATTLE_CRY1 @20
SAY BATTLE_CRY2 @21
SAY BATTLE_CRY3 @20
SAY BATTLE_CRY4 @22
SAY BATTLE_CRY5 @21
SAY DAMAGE ~~ [UDSOLA05]
SAY DYING ~~ [UDSOLA06]
SAY HURT @22
SAY AREA_FOREST ~~ []
SAY AREA_CITY ~~ []
SAY AREA_DUNGEON @30
SAY AREA_DAY ~~ []
SAY AREA_NIGHT ~~ []
SAY SELECT_COMMON1 @24
SAY SELECT_COMMON2 @17
SAY SELECT_COMMON3 @15
SAY SELECT_COMMON4 @24
SAY SELECT_COMMON5 @26
SAY SELECT_COMMON6 @25
SAY SELECT_ACTION1 @27
SAY SELECT_ACTION2 @17
SAY SELECT_ACTION3 @26
SAY SELECT_ACTION4 @23
SAY SELECT_ACTION5 @24
SAY SELECT_ACTION6 @12
SAY SELECT_ACTION7 @25
// SAY SELECT_RARE1 ~~ []
// SAY SELECT_RARE2 ~~ []
SAY CRITICAL_HIT @28
SAY CRITICAL_MISS @29
SAY TARGET_IMMUNE @29
SAY INVENTORY_FULL ~~ []
SAY PICKED_POCKET ~~
SAY HIDDEN_IN_SHADOWS ~~
SAY SPELL_DISRUPTED @29
SAY SET_A_TRAP ~~
SAY BIO @10
COPY ~C#Solaufein\Creatures\C#SOcre1.cre~ ~override\C#SOcre1.CRE~ //Imrae
COPY ~C#Solaufein\Creatures\c#sodrf0.cre~ ~override\c#sodrf0.CRE~
WRITE_ASCII 0x248 ~c#sodrsc~ #8 //override script
WRITE_ASCII 0x250 ~c#sodrf0~ #8 //class script
WRITE_ASCII 0x280 ~c#sodrf0~ #8
WRITE_ASCII 0x2cc ~c#sodrf0~ #8
COPY ~C#Solaufein\Creatures\c#sodrf0.cre~ ~override\c#sodrf1.CRE~
WRITE_ASCII 0x248 ~c#sodrsc~ #8
WRITE_ASCII 0x250 ~c#sodrf0~ #8 //class script
WRITE_ASCII 0x280 ~c#sodrf1~ #8
WRITE_ASCII 0x2cc ~c#sodrf1~ #8
COPY ~C#Solaufein\Creatures\c#sodrm0.cre~ ~override\c#sodrm0.CRE~
WRITE_ASCII 0x248 ~c#sodrsc~ #8
WRITE_ASCII 0x250 ~c#sodrf0~ #8 //class script
WRITE_ASCII 0x280 ~c#sodrm0~ #8
WRITE_ASCII 0x2cc ~c#sodrm0~ #8
COPY ~C#Solaufein\Creatures\c#sodrm0.cre~ ~override\c#sodrm1.CRE~
WRITE_ASCII 0x248 ~c#sodrsc~ #8
WRITE_ASCII 0x250 ~c#sodrm1~ #8 //class script
WRITE_ASCII 0x280 ~c#sodrm1~ #8
WRITE_ASCII 0x2cc ~c#sodrm1~ #8
COPY ~C#Solaufein\Creatures\c#sodrc0.cre~ ~override\c#sodrc0.CRE~
WRITE_ASCII 0x248 ~c#sodrsc~ #8
WRITE_ASCII 0x250 ~C#solau1~ #8 //class script
WRITE_ASCII 0x280 ~c#sodrc0~ #8
WRITE_ASCII 0x2cc ~c#sodrc0~ #8
/* Driders. Polymorph to drider-animation via script in-game! */
/* male */
COPY ~C#Solaufein\Creatures\c#sodrf0.cre~ ~override\c#sodrd1.CRE~
//SAY NAME1 @11
//SAY NAME2 @11
WRITE_ASCII 0x248 ~c#sodrsc~ #8
WRITE_ASCII 0x250 ~c#sodrf0~ #8 //class script
WRITE_ASCII 0x280 ~c#sodrd1~ #8
WRITE_ASCII 0x2cc ~c#sodrd1~ #8
COPY ~C#Solaufein\Creatures\c#sodrf0.cre~ ~override\c#sodrd2.CRE~
//SAY NAME1 @11
//SAY NAME2 @11
WRITE_ASCII 0x248 ~c#sodrsc~ #8
WRITE_ASCII 0x250 ~c#sodrm1~ #8 //class script
WRITE_ASCII 0x280 ~c#sodrd2~ #8
WRITE_ASCII 0x2cc ~c#sodrd2~ #8
COPY ~C#Solaufein\Creatures\c#sodrm0.cre~ ~override\c#sodrd3.CRE~
//SAY NAME1 @11
//SAY NAME2 @11
WRITE_ASCII 0x248 ~c#sodrsc~ #8
WRITE_ASCII 0x250 ~c#sodrf0~ #8 //class script
WRITE_ASCII 0x280 ~c#sodrd3~ #8
WRITE_ASCII 0x2cc ~c#sodrd3~ #8
/* female */
COPY ~C#Solaufein\Creatures\c#sodrc0.cre~ ~override\c#sodrd4.CRE~
//SAY NAME1 @11
//SAY NAME2 @11
WRITE_ASCII 0x248 ~c#sodrsc~ #8
WRITE_ASCII 0x250 ~c#sodrf0~ #8 //class script
WRITE_ASCII 0x280 ~c#sodrd4~ #8
WRITE_ASCII 0x2cc ~c#sodrd4~ #8
COPY ~C#Solaufein\Creatures\c#sodrf0.cre~ ~override\c#sodrd5.CRE~
//SAY NAME1 @11
//SAY NAME2 @11
WRITE_ASCII 0x248 ~c#sodrsc~ #8
WRITE_ASCII 0x250 ~c#sodrm1~ #8 //class script
WRITE_ASCII 0x280 ~c#sodrd5~ #8
WRITE_ASCII 0x2cc ~c#sodrd5~ #8
/* spiders */
COPY ~C#Solaufein\Creatures\c#sospd1.cre~ ~override\c#sospd1.CRE~
WRITE_ASCII 0x248 ~c#sodrsc~ #8
WRITE_ASCII 0x280 ~c#sospd1~ #8
WRITE_ASCII 0x2cc ~c#sospd1~ #8
/* dead spiders */
COPY ~C#Solaufein\Creatures\c#sospdd.cre~ ~override\c#sospdd.CRE~
/* SvA quest */
COPY ~C#Solaufein/Creatures/c#somob1.cre~ ~override/c#somob1.CRE~
WRITE_ASCII 0x248 ~c#somob1~ #8 //override script
WRITE_ASCII 0x280 ~c#somob1~ #8
WRITE_ASCII 0x2cc ~c#somob1~ #8
COPY ~C#Solaufein/Creatures/c#somob2.cre~ ~override/c#somob2.CRE~
SAY NAME1 @31
SAY NAME2 @31
WRITE_ASCII 0x248 ~c#somob2~ #8 //override script
WRITE_ASCII 0x280 ~c#somob2~ #8
WRITE_ASCII 0x2cc ~c#somob2~ #8
COPY ~C#Solaufein/Creatures/c#somob3.cre~ ~override/c#somob3.CRE~
SAY NAME1 @32
SAY NAME2 @32
WRITE_ASCII 0x248 ~c#somob3~ #8 //override script
WRITE_ASCII 0x280 ~c#somob3~ #8
WRITE_ASCII 0x2cc ~c#somob3~ #8
COPY ~C#Solaufein/Creatures/c#somob4.cre~ ~override/c#somob4.CRE~
SAY NAME1 @33
SAY NAME2 @33
WRITE_ASCII 0x248 ~c#somob4~ #8 //override script
WRITE_ASCII 0x280 ~c#somob4~ #8
WRITE_ASCII 0x2cc ~c#somob4~ #8
COPY ~C#Solaufein/Creatures/c#somob5.cre~ ~override/c#somob5.CRE~
SAY NAME1 @34
SAY NAME2 @34
WRITE_ASCII 0x248 ~c#somob5~ #8 //override script
WRITE_ASCII 0x280 ~c#somob5~ #8
WRITE_ASCII 0x2cc ~c#somob5~ #8
//Dialoguesets
//Dialoguesets für installiertes ToB
APPEND ~pdialog.2da~
~C#Solaufein C#SolauP C#SolauJ C#SolauD C#SolauP C#SolauJ C#SolauD C#Solau~
UNLESS ~C#Solaufein~
APPEND ~interdia.2da~
~C#Solaufein C#SolauB C#SolauB~
UNLESS ~C#Solaufein~
//Damit Imoen auch was sagen darf [taken from BGII fixpack at G3]
ACTION_IF FILE_EXISTS_IN_GAME ~saradush.mve~ THEN BEGIN
COPY_EXISTING ~interdia.2da~ ~override~
SET_2DA_ENTRY 17 1 2 ~BIMOEN2~ // fixes ToB version
BUT_ONLY_IF_IT_CHANGES
END ELSE BEGIN
APPEND ~interdia.2da~ ~IMOEN BIMOEN2~ // fixes SoA version
UNLESS ~BIMOEN2~
END
ACTION_IF GAME_IS ~eet~ BEGIN
INCLUDE ~EET/other/EET_functions.tph~
LAF ~EET_NPC_TRANSITION~
INT_VAR
type = 2
default_ToB = 1
STR_VAR
dv = "C#Solaufein"
override_SoA = "C#SOLAU"
override_ToB = "C#SOLAU"
dialog_ToB = "C#SOLA25"
cre_ToB = "C#Soltob"
traFile = EVAL "C#Solaufein/Translations/autotra/%LANGUAGE%/c#solatra.tra"
string = "@1328" //Bring me Solaufein, the drow fighter, who I saved from the drider cocoons.
stringPosDV = "Tiax"
END
END ELSE BEGIN
COMPILE ~c#solaufein/Dialogues/C#SOLAU_ToB_fatesp.D~ USING ~C#Solaufein/Translations/autotra/%LANGUAGE%/c#solatra.tra~
END
/* 1 HP effect spell!! (gives 5 HP and a lot of protections against things that would kill + Regeneration of 1 HP / 6s */
/* This line is crappy but I need one that works for Grey the dog, too */
ADD_SECTYPE C#1HPEffect @36
/* 5 HP effect spell and a lot of other protections against deaths + Regeneration */
COPY ~C#Solaufein/spells/c#min5hp.spl~ ~override~
WRITE_BYTE 0x27 C#1HPEffect
WRITE_BYTE 0xa2 C#1HPEffect
/* remove 5 HP effect and all other protections */
COPY ~C#Solaufein/spells/c#min0hp.spl~ ~override~
WRITE_BYTE 0xa2 C#1HPEffect
/* Work-around: Solaufein gets restored after a fight */
COPY ~C#Solaufein/spells/c#grrest.spl~ ~override/c#sorest.spl~ //This is A7REST from Argent's Djinni Companion!
SAY NAME1 @35
SAY NAME2 @35
/* Ensures that Solaufein won't leave the party because of reputation */
COPY_EXISTING ~dplayer2.bcs~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY ~BreakingPoint()~
~BreakingPoint()
!Name("C#Solaufein",Myself)~
REPLACE_TEXTUALLY ~!Name("baeloth",Myself)~
~!Name("baeloth",Myself)
!Name("C#Solaufein",Myself)~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES
/* Drider animations: BGII:EE (female/male)
taken out of viader's Extended Animations Mod with many thanks! */
ACTION_IF GAME_IS ~bg2ee eet~ BEGIN
COPY ~C#Solaufein/animations/ee/sound~ ~override~
COPY ~C#Solaufein/animations/ee/bam~ ~override~
EXTEND_BOTTOM ~C#SO01.bcs~ ~c#solaufein\scripts\C#So01_driderchange.baf~ EVALUATE_BUFFER
COPY_EXISTING ~C#sococ2.bcs~ ~override~
DECOMPILE_AND_PATCH BEGIN
REPLACE_TEXTUALLY ~\(CreateCreature("c#sodrd2",\[1251\.844\],[0S])\)~
~\1 ActionOverride("c#sodrd2",Polymorph(%Drideranimation_male%)) ActionOverride("c#sodrd2",SetName(@11))~
END
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ~C#sococ3.bcs~ ~override~
DECOMPILE_AND_PATCH BEGIN
REPLACE_TEXTUALLY ~\(CreateCreature("c#sodrd5",\[1456\.1083\],[0S])\)~
~\1 ActionOverride("c#sodrd5",Polymorph(%Drideranimation_male%)) ActionOverride("c#sodrd5",SetName(@11))~
END
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ~C#sococ5.bcs~ ~override~
DECOMPILE_AND_PATCH BEGIN
REPLACE_TEXTUALLY ~\(CreateCreature("c#sodrd2",\[1592\.1241\],[0S])\)~
~\1 ActionOverride("c#sodrd2",Polymorph(%Drideranimation_male%)) ActionOverride("c#sodrd2",SetName(@11))~
END
BUT_ONLY_IF_IT_CHANGES
END //~bg2ee eet~
/* crossmod */
/* Eilistraee's Song */
ACTION_IF FILE_EXISTS_IN_GAME ~ESxMH.dlg~ BEGIN
PRINT @90010
INCLUDE ~C#Solaufein/lib/extra_regexp_vars.tph~
OUTER_SPRINT newline ~%WNL%%LNL%%MNL%%TAB% ~
COPY_EXISTING ~AR2401.BCS~ ~override~
DECOMPILE_AND_PATCH BEGIN
SPRINT textToReplace ~\(!Exists("C#Solaufein")[%newline%]*!InParty("C#Solaufein")\)~
COUNT_REGEXP_INSTANCES ~%textToReplace%~ num_matches
PATCH_IF (num_matches > 0) BEGIN
REPLACE_TEXTUALLY ~%textToReplace%~ ~~
PATCH_PRINT ~Patching: %num_matches% matches found in %SOURCE_FILESPEC% for REPLACE_TEXTUALLY: %textToReplace%~
END ELSE BEGIN
PATCH_WARN ~WARNING: could not find %textToReplace% in %SOURCE_FILESPEC%~
END
END
BUT_ONLY
// Get state for C#SOLAU %dazu_04% @156 (c#solau.d)
/* ~(snort) So much for my noble approach. But I understand your answer - I would have done the same, in your place. I will follow you discretely then.~ */
OUTER_SET dazu_04 = STATE_WHICH_SAYS 156 IN ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~ FROM ~c#solau~
// Get state for C#SOLAU %dazu_05% @2703 (c#solau.d)
/* ~Search for me outside of the elven camp.~ */
OUTER_SET dazu_05 = STATE_WHICH_SAYS 2703 IN ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~ FROM ~c#solau~
COMPILE EVALUATE_BUFFER ~C#Solaufein/crossmod/eilistraeessong_compatibility.d~
/* my Solaufein will talk about Eilistraee's Clearing if he joins at Underdark exit */
EXTEND_BOTTOM ~C#SOLAU.bcs~ ~C#Solaufein\crossmod\Eilistraeessong_c#solau.baf~ EVALUATE_BUFFER
/* remove extra Solaufein from ES (my Solaufein will take over quest start) */
EXTEND_TOP ~AR2401.bcs~ ~C#Solaufein\crossmod\eilistraeessong_ar2401.baf~
END //ES
/*
/////////////////////////////////////
Give Ust Natha Solaufein the Portrait
/////////////////////////////////////
*/
BEGIN @90001
DESIGNATED 1
LABEL JasteysSolaufeinRescue-Give_Ust_Natha_Solaufein_Portrait
REQUIRE_COMPONENT ~c#solaufein/setup-c#solaufein.tp2~ ~0~ @90003
/* Give Solaufein in Ust Natha the portrait! */
COPY_EXISTING ~UDSOLA01.CRE~ ~override~
~UDSOLA02.CRE~ ~override~
WRITE_ASCII 0x34 ~C#SOLAUS~
WRITE_ASCII 0x3c ~C#SOLAUM~
BUT_ONLY_IF_IT_CHANGES
/*
/////////////////////////////////////
Drider animations
/////////////////////////////////////
*/
BEGIN @90002
DESIGNATED 2
LABEL JasteysSolaufeinRescue-Drider_Animations
REQUIRE_PREDICATE !(GAME_IS ~bg2ee eet~) @90004
/* BGII / BGT version: IA needs to be installed for the drider animations */
REQUIRE_PREDICATE ((GAME_IS ~bg2 tob bgt~) AND (MOD_IS_INSTALLED ~SETUP-INFINITYANIMATIONS.TP2~ "0")) @90005
REQUIRE_COMPONENT ~c#solaufein/setup-c#solaufein.tp2~ ~0~ @90003
COPY ~c#solaufein\animations\bg2~ ~override~
EXTEND_BOTTOM ~C#SO01.bcs~ ~c#solaufein\scripts\C#So01_driderchange.baf~ EVALUATE_BUFFER
COPY_EXISTING ~C#sococ2.bcs~ ~override~
DECOMPILE_AND_PATCH BEGIN
REPLACE_TEXTUALLY ~\(CreateCreature("c#sodrd2",\[1251\.844\],[0S])\)~
~\1 ActionOverride("c#sodrd2",Polymorph(%Drideranimation_male%)) ActionOverride("c#sodrd2",SetName(@11))~
END
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ~C#sococ3.bcs~ ~override~
DECOMPILE_AND_PATCH BEGIN
REPLACE_TEXTUALLY ~\(CreateCreature("c#sodrd5",\[1456\.1083\],[0S])\)~
~\1 ActionOverride("c#sodrd5",Polymorph(%Drideranimation_male%)) ActionOverride("c#sodrd5",SetName(@11))~
END
BUT_ONLY_IF_IT_CHANGES
COPY_EXISTING ~C#sococ5.bcs~ ~override~
DECOMPILE_AND_PATCH BEGIN
REPLACE_TEXTUALLY ~\(CreateCreature("c#sodrd2",\[1592\.1241\],[0S])\)~
~\1 ActionOverride("c#sodrd2",Polymorph(%Drideranimation_male%)) ActionOverride("c#sodrd2",SetName(@11))~
END
BUT_ONLY_IF_IT_CHANGES
//////////////////////////////////////////////////////////////////
// Install alternative portrait #2 from Chinasky //
/////////////////////////////////////////////////////////
BEGIN @90006
DESIGNATED 3
LABEL JasteysSolaufeinRescue-Alternative_Portrait
REQUIRE_COMPONENT ~c#solaufein/setup-c#solaufein.tp2~ ~0~ @90003
ACTION_IF GAME_IS ~bg2 tob bgt~ BEGIN
COPY ~C#Solaufein/Portraits/Portrait2/C#SolauL.bmp~ ~override/C#SolauL.bmp~
COPY ~C#Solaufein/Portraits/Portrait2/C#SolauM.bmp~ ~override/C#SolauM.bmp~
COPY ~C#Solaufein/Portraits/Portrait2/C#SolauS.bmp~ ~override/C#SolauS.bmp~
END
ACTION_IF GAME_IS ~bg2ee eet~ BEGIN
COPY ~C#Solaufein/Portraits/Portrait2/C#SolauL.bmp~ ~override/C#SolauL.bmp~
COPY ~C#Solaufein/Portraits/Portrait2/Portrait2_EE/C#SolauM.bmp~ ~override/C#SolauM.bmp~
COPY ~C#Solaufein/Portraits/Portrait2/Portrait2_EE/C#SolauM.bmp~ ~override/C#SolauS.bmp~
END
//////////////////////////////////////////////////////////////////
// Install Detection for Drow PC //
/////////////////////////////////////////////////////////
BEGIN @90007
DESIGNATED 4
LABEL JasteysSolaufeinRescue-Detection_for_Drow_PC
REQUIRE_COMPONENT ~c#solaufein/setup-c#solaufein.tp2~ ~0~ @90003
/* detect subrace mods */
ACTION_IF (FILE_EXISTS_IN_GAME ~SED.spl~ OR (FILE_EXISTS_IN_GAME ~SrED.spl~ AND NOT FILE_EXISTS_IN_GAME ~srsquir.cre~)) BEGIN
PRINT @90008
EXTEND_TOP ~AR2100.bcs~ ~C#Solaufein/crossmod/AR2100_subraceBGII.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
END
/* subrace mod from Corsymyr. EE only */
ACTION_IF (FILE_EXISTS_IN_GAME ~SrED.spl~ AND FILE_EXISTS_IN_GAME ~srsquir.cre~) BEGIN
PRINT @90009
EXTEND_TOP ~AR2100.bcs~ ~C#Solaufein/crossmod/AR2100_subraceBGEE_Corsymyr.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
END
/* subrace mod from tipun. EE only */
/* TriggerOverride(Player1,Global("SUBRACE","LOCALS",3)) */
ACTION_IF (FILE_EXISTS_IN_GAME ~SR_DROW.spl~) BEGIN
PRINT @90014
EXTEND_TOP ~AR2100.bcs~ ~C#Solaufein/crossmod/AR2100_subraceBGEE_tipun.baf~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
END
ACTION_IF (!FILE_EXISTS_IN_GAME ~SED.spl~ AND !FILE_EXISTS_IN_GAME ~SrED.spl~ AND !FILE_EXISTS_IN_GAME ~SR_DROW.spl~) THEN BEGIN
PRINT @90013 /* No subrace mod detected. Installing drow specific reply option to Adalon's dialogue...~ */
COMPILE EVALUATE_BUFFER ~C#Solaufein\Dialogues\detect_drowpc.d~
USING ~C#Solaufein\Translations\autotra/%s\c#solatra.tra~
END