/
d5_umd.tpa
executable file
·606 lines (572 loc) · 22.1 KB
/
d5_umd.tpa
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// Subtledoc's UMD v3.3
//JOINABLE NPCS ARRAY MACRO__________________________________________________________
//
DEFINE_ACTION_MACRO JOINABLE_NPC_ARRAYS BEGIN
//PDIALOG.2DA exists in all games
ACTION_DEFINE_ASSOCIATIVE_ARRAY JOINABLE_NPC_ARRAY_2da BEGIN ~PDIALOG~ => ~~ END
//Check PDIALOG.2DA file variants referenced in CAMPAIGN.2DA
ACTION_IF FILE_EXISTS_IN_GAME ~CAMPAIGN.2DA~ BEGIN
COPY_EXISTING ~CAMPAIGN.2DA~ ~CAMPAIGN.2DA~
COUNT_2DA_ROWS 32 "cntrow"
FOR (i = 0; i < cntrow; i = i + 1) BEGIN
READ_2DA_ENTRY i 11 32 file
TO_UPPER file
DEFINE_ASSOCIATIVE_ARRAY JOINABLE_NPC_ARRAY_2da BEGIN ~%file%~ => ~~ END
END
BUT_ONLY
END
//Generate array with joinable NPC DV
ACTION_PHP_EACH JOINABLE_NPC_ARRAY_2da AS file => ~~ BEGIN
ACTION_IF FILE_EXISTS_IN_GAME ~%file%.2da~ BEGIN
COPY_EXISTING ~%file%.2da~ ~override~
COUNT_2DA_ROWS 3 "cntrow"
FOR (i = 1; i < cntrow; i = i + 1) BEGIN
READ_2DA_ENTRY i 0 3 "dv"
TO_UPPER dv
DEFINE_ASSOCIATIVE_ARRAY JOINABLE_NPC_ARRAY_dv BEGIN ~%dv%~ => ~~ END
END
BUT_ONLY
END
END
//Generate array with joinable NPC cre files
COPY_EXISTING_REGEXP GLOB ~.+\.CRE~ ~override~
READ_ASCII DEATHVAR "dv" (32) NULL
TO_UPPER dv
PATCH_IF VARIABLE_IS_SET $JOINABLE_NPC_ARRAY_dv(~%dv%~) BEGIN
DEFINE_ASSOCIATIVE_ARRAY JOINABLE_NPC_ARRAY BEGIN ~%SOURCE_FILE%~ => ~%dv%~ END
END
PATCH_IF NOT VARIABLE_IS_SET $JOINABLE_NPC_ARRAY_dv(~%dv%~) BEGIN
DEFINE_ASSOCIATIVE_ARRAY NON_JOINABLE_NPC_ARRAY BEGIN ~%SOURCE_FILE%~ => ~%dv%~ END
END
BUT_ONLY
END
//__________________________________________________________________________________
//use scrolls/wands_________________________________________________________________
//
DEFINE_ACTION_FUNCTION use_magical_devices BEGIN
CLEAR_ARRAYS
<<<<<<<< d5/d5_umd.2da
RES 0
>>>>>>>>
ACTION_IF !(FILE_EXISTS_IN_GAME ~d5_umd.2da~) BEGIN
COPY ~d5/d5_umd.2da~ ~override~
END
OUTER_SET scroll_count = 0
OUTER_SPRINT $mage_scrolls(~%scroll_count%~) ~scroll~
OUTER_SPRINT $other_scrolls(~%scroll_count%~) ~scroll~
COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~
READ_SHORT 0x1c item_type
PATCH_IF (item_type = 11) BEGIN
READ_BYTE 0x2f current ELSE 0
READ_BYTE 0x2b current2 ELSE 0
READ_LONG 0x64 headoffset ELSE 0
READ_SHORT 0x68 headcount ELSE 0
READ_LONG 0x6a effectsoffset ELSE 0
haslearn = 0
hascast = 0
// PATCH_IF (headcount = 2) BEGIN
FOR (headcyc = 0; headcyc < headcount ; headcyc = headcyc + 1) BEGIN
thishead = 0
READ_SHORT (headoffset + (headcyc * 0x38) + 0x1e) effcount ELSE 0
READ_SHORT (headoffset + (headcyc * 0x38) + 0x20) effectsindex ELSE 0
FOR (effcyc = 0; effcyc < effcount; effcyc = effcyc + 1) BEGIN
READ_SHORT (effectsoffset + (effectsindex + effcyc)* 0x30) opcode ELSE 0
PATCH_IF (opcode = 0x93) AND (thishead = 0) BEGIN
READ_ASCII (effectsoffset + 0x14 + (effectsindex + effcyc)* 0x30) resref_learn ELSE 0
INNER_PATCH_FILE ~%resref_learn%.spl~ BEGIN
READ_SHORT 0x1c type
END
PATCH_IF (type = 1) BEGIN // spell scroll
thishead = 1
haslearn = 1
END
END // PATCH_IF... (opcode = learn spell)
PATCH_IF ((opcode = 0x92) OR (opcode = 0x94)) AND (thishead = 0) BEGIN
READ_ASCII (effectsoffset + 0x14 + (effectsindex + effcyc)* 0x30) resref_cast ELSE 0
INNER_PATCH_FILE ~%resref_cast%.spl~ BEGIN
READ_SHORT 0x1c type
END
PATCH_IF (type = 1) OR (type = 2) BEGIN // spell scroll
thishead = 1
hascast = 1
END
END // PATCH_IF (opcode = cast spell)
END // FOR... effect_cycle
END // FOR... header cycle
// END // PATCH_IF... have exactly 2 headers
PATCH_IF (haslearn = 1) AND (hascast = 1) /*AND (~%resref_cast%~ STRING_EQUAL_CASE ~%resref_learn%~)*/ BEGIN
SPRINT $mage_scrolls(~%scroll_count%~) ~%SOURCE_RES%~
SET ++scroll_count
END
PATCH_IF (haslearn = 0) /*AND (hascast = 1)*/ BEGIN
SPRINT $other_scrolls(~%scroll_count%~) ~%SOURCE_RES%~
SET ++scroll_count
END
END
BUT_ONLY
ACTION_PHP_EACH mage_scrolls AS num => scroll BEGIN
ACTION_IF (FILE_EXISTS_IN_GAME ~%scroll%.itm~) BEGIN
PRINT ~%scroll% is a wizard scroll~
ACTION_IF !(FILE_CONTAINS_EVALUATED (~d5_umd.2da~ ~%scroll%~)) BEGIN
COPY_EXISTING ~%scroll%.itm~ ~override~
WRITE_BYTE 0x1e (THIS BAND 0b00000000)
WRITE_BYTE 0x1f (THIS BAND 0b00000000)
WRITE_BYTE 0x20 (THIS BAND 0b00000000)
WRITE_BYTE 0x21 (THIS BAND 0b00000000)
BUT_ONLY
APPEND ~d5_umd.2da~ ~%scroll% 1~
END
END
END
ACTION_PHP_EACH other_scrolls AS num => scroll BEGIN
ACTION_IF (FILE_EXISTS_IN_GAME ~%scroll%.itm~) BEGIN
PRINT ~%scroll% is a blue or green scroll~
COPY_EXISTING ~%scroll%.itm~ ~override~
WRITE_SHORT 0x1c 8
BUT_ONLY
END
END
/* no, just check whether thieves can already use it
ACTION_FOR_EACH usable_wand IN
~b_ph08~
~c#lccenw~
~ishwand~
~l0wan~
~ttwand~
~wand03~
~wand11~
~wand12~
~wand12_~
~wand99~
~wandarm~
~wandmis~
~a7#rod1~
~c0autt02~
~ohdrod~
~rods02~
~rods02a~
~rods03~
BEGIN
END
*/
COPY_EXISTING ~wand11.itm~ ~override~
~ttwand.itm~ ~override~
WRITE_SHORT 0x1c 13
IF_EXISTS BUT_ONLY
COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~
READ_SHORT 0x1c item_type
PATCH_IF (item_type = 35) BEGIN
READ_BYTE 0x20 thief_use
PATCH_IF (%thief_use% BOR 0b10111111) = 0b10111111 BEGIN
PATCH_IF !(FILE_CONTAINS_EVALUATED (~d5_umd.2da~ ~%SOURCE_RES%~)) BEGIN
WRITE_SHORT 0x1c 13
END
END
PATCH_IF (%thief_use% BAND 0b01000000) = 0b01000000 BEGIN
PATCH_IF !(FILE_CONTAINS_EVALUATED (~d5_umd.2da~ ~%SOURCE_RES%~)) BEGIN
WRITE_BYTE 0x1e (THIS BAND 0b00000000)
WRITE_BYTE 0x1f (THIS BAND 0b00000000)
WRITE_BYTE 0x20 (THIS BAND 0b00000000)
WRITE_BYTE 0x21 (THIS BAND 0b00000000)
INNER_ACTION BEGIN
APPEND ~d5_umd.2da~ ~%SOURCE_RES% 1~
END
END
END
END
BUT_ONLY
ACTION_IF !(FILE_EXISTS_IN_GAME ~d5__umd.d5~) BEGIN
COPY ~%MOD_FOLDER%/lib/d5_base.spl~ ~override/d5_umdw.spl~
LPF ADD_SPELL_EFFECT INT_VAR opcode = 181 target = 1 parameter1 = 35 timing = 9 END
COPY ~%MOD_FOLDER%/lib/d5_base.spl~ ~override/d5_umds.spl~
LPF ADD_SPELL_EFFECT INT_VAR opcode = 181 target = 1 parameter1 = 11 timing = 9 END
COPY ~%MOD_FOLDER%/lib/d5_base.spl~ ~override/d5_umw.spl~
LPF ADD_SPELL_EFFECT INT_VAR opcode = 321 target = 1 timing = 1 STR_VAR resource = ~d5_umdw~ END
LPF ADD_SPELL_EFFECT INT_VAR opcode = 321 target = 1 timing = 4 duration = 1 STR_VAR resource = ~d5_umdw~ END
LPF ADD_SPELL_EFFECT INT_VAR opcode = 206 target = 1 parameter1 = (0 - 1) timing = 9 STR_VAR resource = ~d5_umdw~ END
COPY ~%MOD_FOLDER%/lib/d5_base.spl~ ~override/d5_ums.spl~
LPF ADD_SPELL_EFFECT INT_VAR opcode = 321 target = 1 timing = 1 STR_VAR resource = ~d5_umds~ END
LPF ADD_SPELL_EFFECT INT_VAR opcode = 321 target = 1 timing = 4 duration = 1 STR_VAR resource = ~d5_umds~ END
LPF ADD_SPELL_EFFECT INT_VAR opcode = 206 target = 1 parameter1 = (0 - 1) timing = 9 STR_VAR resource = ~d5_umds~ END
COPY ~%MOD_FOLDER%/lib/d5_base.spl~ ~override/d5_umd.spl~
LPF ADD_SPELL_EFFECT INT_VAR opcode = 321 target = 1 timing = 1 STR_VAR resource = ~d5_umdw~ END
LPF ADD_SPELL_EFFECT INT_VAR opcode = 321 target = 1 timing = 1 STR_VAR resource = ~d5_umds~ END
LPF ADD_SPELL_EFFECT INT_VAR opcode = 321 target = 1 timing = 4 duration = 1 STR_VAR resource = ~d5_umdw~ END
LPF ADD_SPELL_EFFECT INT_VAR opcode = 321 target = 1 timing = 4 duration = 1 STR_VAR resource = ~d5_umds~ END
LPF ADD_SPELL_EFFECT INT_VAR opcode = 206 target = 1 parameter1 = (0 - 1) timing = 9 STR_VAR resource = ~d5_umdw~ END
LPF ADD_SPELL_EFFECT INT_VAR opcode = 206 target = 1 parameter1 = (0 - 1) timing = 9 STR_VAR resource = ~d5_umds~ END
//Update all stores to accept new itemtypes_________________________________________
//
COPY_EXISTING_REGEXP ~.*\.sto~ ~override~
READ_SHORT 0x08 type
READ_LONG 0x2c buy_off
READ_LONG 0x30 buy_num
SET buy_add = 0 // Number of categories to add, to update offsets
SET add_category = 0 // Initialize check variable
FOR (i = 0; i < 3; ++i) BEGIN SET $add_category(~%i%~) = 1 END // initialize check variable
FOR (i = 0; i < buy_num; ++i) BEGIN
READ_BYTE (buy_off + i * 0x4) category
PATCH_MATCH category WITH
11 WHEN add_category = 0 BEGIN // match category
++add_category
END
DEFAULT
END
END
// Add categories
PATCH_IF add_category BEGIN
INSERT_BYTES (buy_off + buy_num * 0x4) 0x4
WRITE_BYTE (buy_off + buy_num * 0x4) 8 // new type
++buy_add
// Update offsets
WRITE_LONG 0x30 (THIS + buy_add)
READ_LONG 0x34 items_off
PATCH_IF items_off >= buy_off BEGIN
WRITE_LONG 0x34 (THIS + (buy_add * 0x04))
END
READ_LONG 0x4c drink_off
PATCH_IF drink_off >= buy_off BEGIN
WRITE_LONG 0x4c (THIS + (buy_add * 0x04))
END
READ_LONG 0x70 cures_off
PATCH_IF cures_off >= buy_off BEGIN
WRITE_LONG 0x70 (THIS + (buy_add * 0x04))
END
END
BUT_ONLY
COPY_EXISTING_REGEXP ~.*\.sto~ ~override~
READ_SHORT 0x08 type
READ_LONG 0x2c buy_off
READ_LONG 0x30 buy_num
SET buy_add = 0 // Number of categories to add, to update offsets
SET add_category = 0 // Initialize check variable
FOR (i = 0; i < 3; ++i) BEGIN SET $add_category(~%i%~) = 1 END // initialize check variable
FOR (i = 0; i < buy_num; ++i) BEGIN
READ_BYTE (buy_off + i * 0x4) category
PATCH_MATCH category WITH
35 WHEN add_category = 0 BEGIN // match category
++add_category
END
DEFAULT
END
END
// Add categories
PATCH_IF add_category BEGIN
INSERT_BYTES (buy_off + buy_num * 0x4) 0x4
WRITE_BYTE (buy_off + buy_num * 0x4) 13 // new type
++buy_add
// Update offsets
WRITE_LONG 0x30 (THIS + buy_add)
READ_LONG 0x34 items_off
PATCH_IF items_off >= buy_off BEGIN
WRITE_LONG 0x34 (THIS + (buy_add * 0x04))
END
READ_LONG 0x4c drink_off
PATCH_IF drink_off >= buy_off BEGIN
WRITE_LONG 0x4c (THIS + (buy_add * 0x04))
END
READ_LONG 0x70 cures_off
PATCH_IF cures_off >= buy_off BEGIN
WRITE_LONG 0x70 (THIS + (buy_add * 0x04))
END
END
BUT_ONLY
//__________________________________________________________________________________
//APPLY NUMD TO NPCS________________________________________________________________
//
LAM JOINABLE_NPC_ARRAYS
ACTION_PHP_EACH JOINABLE_NPC_ARRAY AS cre => dv BEGIN
COPY_EXISTING ~%cre%~ ~override~
READ_BYTE 0x273 class
PATCH_IF !(class = 1) AND !(class = 5) AND !(class = 7) AND !(class = 10) AND !(class = 13) AND !(class = 14) AND !(class = 17) AND !(class = 19) BEGIN
LPF ADD_CRE_EFFECT INT_VAR opcode = 146 target = 1 timing = 1 parameter2 = 1 STR_VAR resource = ~D5_UMDW~ END
LPF ADD_CRE_EFFECT INT_VAR opcode = 146 target = 1 timing = 1 parameter2 = 1 STR_VAR resource = ~D5_UMDS~ END
END
/* shouldn't be necessary if it's in the CLAB tables!
PATCH_IF (class = 1) OR (class = 5) OR (class = 7) OR (class = 10) OR (class = 13) OR (class = 14) OR (class = 17) OR (class = 19) BEGIN
LPF ADD_CRE_EFFECT INT_VAR opcode = 146 target = 1 timing = 1 parameter2 = 1 STR_VAR resource = ~D5_UMD~ END
END
*/
BUT_ONLY
END
//__________________________________________________________________________________
//APPLY NUMD TO PLAYER______________________________________________________________
//
<<<<<<<< d5/d5_umd.baf
IF
Global("D5_NUMD_1","GLOBAL",0)
!Class(Player1,MAGE_ALL)
!Class(Player1,BARD)
THEN
RESPONSE #100
SetGlobal("D5_NUMD_1","GLOBAL",1)
ActionOverride(Player1,ApplySpellRES("D5_UMDW",Myself))
ActionOverride(Player1,ApplySpellRES("D5_UMDS",Myself))
Continue()
END
IF
InParty(Player2)
Global("D5_NUMD_2","GLOBAL",0)
!Class(Player2,MAGE_ALL)
!Class(Player2,BARD)
THEN
RESPONSE #100
SetGlobal("D5_NUMD_2","GLOBAL",1)
ActionOverride(Player2,ApplySpellRES("D5_UMDW",Myself))
ActionOverride(Player2,ApplySpellRES("D5_UMDS",Myself))
Continue()
END
IF
InParty(Player3)
Global("D5_NUMD_3","GLOBAL",0)
!Class(Player3,MAGE_ALL)
!Class(Player3,BARD)
THEN
RESPONSE #100
SetGlobal("D5_NUMD_3","GLOBAL",1)
ActionOverride(Player3,ApplySpellRES("D5_UMDW",Myself))
ActionOverride(Player3,ApplySpellRES("D5_UMDS",Myself))
Continue()
END
IF
InParty(Player4)
Global("D5_NUMD_4","GLOBAL",0)
!Class(Player4,MAGE_ALL)
!Class(Player4,BARD)
THEN
RESPONSE #100
SetGlobal("D5_NUMD_4","GLOBAL",1)
ActionOverride(Player4,ApplySpellRES("D5_UMDW",Myself))
ActionOverride(Player4,ApplySpellRES("D5_UMDS",Myself))
Continue()
END
IF
InParty(Player5)
Global("D5_NUMD_5","GLOBAL",0)
!Class(Player5,MAGE_ALL)
!Class(Player5,BARD)
THEN
RESPONSE #100
SetGlobal("D5_NUMD_5","GLOBAL",1)
ActionOverride(Player5,ApplySpellRES("D5_UMDW",Myself))
ActionOverride(Player5,ApplySpellRES("D5_UMDS",Myself))
Continue()
END
IF
InParty(Player6)
Global("D5_NUMD_6","GLOBAL",0)
!Class(Player6,MAGE_ALL)
!Class(Player6,BARD)
THEN
RESPONSE #100
SetGlobal("D5_NUMD_6","GLOBAL",1)
ActionOverride(Player6,ApplySpellRES("D5_UMDW",Myself))
ActionOverride(Player6,ApplySpellRES("D5_UMDS",Myself))
Continue()
END
>>>>>>>>
/* don't need this, d5_umd has to go in mage/bard clabs anyway, for dual-classing
IF
Global("D5_UMD_1","GLOBAL",0)
OR(2)
Class(Player1,MAGE_ALL)
Class(Player1,BARD)
THEN
RESPONSE #100
ApplySpellRES("D5_UMD",Player1)
SetGlobal("D5_UMD_1","GLOBAL",1)
Continue()
END
IF
Global("D5_UMD_2","GLOBAL",0)
OR(2)
Class(Player1,MAGE_ALL)
Class(Player1,BARD)
THEN
RESPONSE #100
ApplySpellRES("D5_UMD",Player2)
SetGlobal("D5_UMD_2","GLOBAL",1)
Continue()
END
IF
Global("D5_UMD_3","GLOBAL",0)
OR(2)
Class(Player1,MAGE_ALL)
Class(Player1,BARD)
THEN
RESPONSE #100
ApplySpellRES("D5_UMD",Player3)
SetGlobal("D5_UMD_3","GLOBAL",1)
Continue()
END
IF
Global("D5_UMD_4","GLOBAL",0)
OR(2)
Class(Player1,MAGE_ALL)
Class(Player1,BARD)
THEN
RESPONSE #100
ApplySpellRES("D5_UMD",Player4)
SetGlobal("D5_UMD_4","GLOBAL",1)
Continue()
END
IF
Global("D5_UMD_5","GLOBAL",0)
OR(2)
Class(Player1,MAGE_ALL)
Class(Player1,BARD)
THEN
RESPONSE #100
ApplySpellRES("D5_UMD",Player5)
SetGlobal("D5_UMD_5","GLOBAL",1)
Continue()
END
IF
Global("D5_UMD_6","GLOBAL",0)
OR(2)
Class(Player1,MAGE_ALL)
Class(Player1,BARD)
THEN
RESPONSE #100
ApplySpellRES("D5_UMD",Player6)
SetGlobal("D5_UMD_6","GLOBAL",1)
Continue()
END
*/
ACTION_IF (FILE_EXISTS_IN_GAME ~campaign.2da~) BEGIN
COPY_EXISTING ~campaign.2da~ ~override~
COUNT_2DA_COLS cols
COUNT_2DA_ROWS 14 rows
PATCH_IF (rows > 1) AND (cols > 14) BEGIN
FOR (col = 1; col < 15; ++col) BEGIN
READ_2DA_ENTRY 0 col 15 table_header
PATCH_IF (~%table_header%~ STRING_EQUAL_CASE ~startare~) BEGIN
SET startare_col = col
FOR (row = 1; row < rows; ++row) BEGIN
READ_2DA_ENTRY row startare_col 15 start_table
PATCH_IF (FILE_EXISTS_IN_GAME ~%start_table%.2da~) BEGIN
INNER_ACTION BEGIN
COPY_EXISTING ~%start_table%.2da~ ~override~
COUNT_2DA_COLS start_cols
PATCH_IF (start_cols > 1) BEGIN
COUNT_2DA_ROWS start_cols start_rows
FOR (start_row = 1; start_row < start_rows; ++start_row) BEGIN
READ_2DA_ENTRY start_row 0 2 start_match
READ_2DA_ENTRY start_row 1 2 start_area
PATCH_IF (~%start_match%~ STRING_EQUAL_CASE ~START_AREA~) BEGIN
PATCH_IF (FILE_EXISTS_IN_GAME ~%start_area%.are~) BEGIN
/*
INNER_ACTION BEGIN
COPY_EXISTING ~%start_area%.are~ ~override~
READ_ASCII 0x94 start_area_script
PATCH_IF (FILE_EXISTS_IN_GAME ~%start_area_script%.bcs~) BEGIN
/*
INNER_ACTION BEGIN
EXTEND_TOP ~%start_area_script%.bcs~ ~d5/d5_umd.baf~
END
*/
SPRINT $start_scripts(~%start_area_script%~)~1~
END
BUT_ONLY
END
*/
SPRINT $start_areas(~%start_area%~)~1~
END
END
END
END
BUT_ONLY
END
END
END
END
END
END
BUT_ONLY
END
ACTION_FOR_EACH table IN ~startare~ ~25starta~ ~bgstarta~ ~sodstrta~ ~startbp_~ ~startbp~ ~tustarta~ ~#lstrta1~ ~#lstrta2~ BEGIN
ACTION_IF (FILE_EXISTS_IN_GAME ~%table%.2da~) BEGIN
// PRINT ~%table%.2da exists!~
COPY_EXISTING ~%table%.2da~ ~override~
COUNT_2DA_COLS start_cols
PATCH_IF (start_cols > 1) BEGIN
// PATCH_PRINT ~%table%.2da has valid rows!~
COUNT_2DA_ROWS start_cols start_rows
FOR (start_row = 1; start_row < start_rows; ++start_row) BEGIN
READ_2DA_ENTRY start_row 0 2 start_match
READ_2DA_ENTRY start_row 1 2 start_area
PATCH_IF (~%start_match%~ STRING_EQUAL_CASE ~START_AREA~) BEGIN
// PATCH_PRINT ~%table%.2da lists a start area!~
PATCH_IF (FILE_EXISTS_IN_GAME ~%start_area%.are~) BEGIN
// PATCH_PRINT ~%start_area%.are exists!~
/*
INNER_ACTION BEGIN
COPY_EXISTING ~%start_area%.are~ ~override~
READ_ASCII 0x94 start_area_script
PATCH_IF (FILE_EXISTS_IN_GAME ~%start_area_script%.bcs~) BEGIN
/*
INNER_ACTION BEGIN
EXTEND_TOP ~%start_area_script%.bcs~ ~d5/d5_umd.baf~
END
*/
SPRINT $start_scripts(~%start_area_script%~)~1~
END
BUT_ONLY
END
*/
SPRINT $start_areas(~%start_area%~)~1~
END
END
END
END
BUT_ONLY
END
END
ACTION_PHP_EACH start_areas AS area => ind BEGIN
PRINT ~%area%.are will be patched~
COPY_EXISTING ~%area%.are~ ~override~
READ_ASCII 0x94 start_area_script
PATCH_IF (FILE_EXISTS_IN_GAME ~%start_area_script%.bcs~) BEGIN
SPRINT $start_scripts(~%start_area_script%~)~1~
PATCH_PRINT ~%start_area_script%.BCS should be extended~
END
BUT_ONLY
END
ACTION_PHP_EACH start_scripts AS script => ind BEGIN
EXTEND_TOP ~%script%.bcs~ ~d5/d5_umd.baf~
PRINT ~extending %script%.BCS~
END
COPY_EXISTING ~sw1h04.itm~ ~override/d5__umd.d5~
END // end if marker not present
//__________________________________________________________________________________
//apply UMD to mages/bards__________________________________________________________
//
<<<<<<<< d5/00clab.2da
2DA V1.0
****
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
ABILITY1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
>>>>>>>>
ACTION_FOR_EACH kitclab IN ~CLABMA01~ ~CLABMA02~ ~CLABMA03~ ~CLABMA04~ ~CLABMA05~ ~CLABMA06~ ~CLABMA07~ ~CLABMA08~ ~CLABMA09~ BEGIN
ACTION_IF !(FILE_EXISTS_IN_GAME ~%kitclab%.2da~) THEN BEGIN
COPY ~d5/00clab.2da~ ~override/%kitclab%.2da~
END
END
APPEND ~clabma01.2da~ ~UMD AP_D5_UMD **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ~ UNLESS ~AP_D5_UMD~
APPEND ~clabba01.2da~ ~UMD AP_D5_UMD **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ~ UNLESS ~AP_D5_UMD~
COPY_EXISTING ~kitlist.2da~ ~override~
COUNT_2DA_ROWS 9 "rows"
FOR ( index = 2 ; index < rows ; index = index + 1 ) BEGIN
READ_2DA_ENTRY %index% 5 9 modclab
READ_2DA_ENTRY %index% 8 9 modclass
PATCH_IF (modclass = 1) OR (modclass = 5) OR (modclass = 19) BEGIN
INNER_ACTION BEGIN
ACTION_IF (FILE_EXISTS_IN_GAME ~%modclab%.2da~) BEGIN
APPEND ~%modclab%.2da~ ~UMD AP_D5_UMD **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ~ UNLESS ~AP_D5_UMD~
END
END
END
END
BUT_ONLY
//__________________________________________________________________________________
END // end function