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Re: A Doubt

Posted: Fri Sep 30, 2016 12:57 am
by Knight Captain
Monsters in Exult Studio, which seems to be some sort of shape classification. They're both numbered NPCs in my fix.

Re: A Doubt

Posted: Fri Sep 30, 2016 5:18 pm
by Knight Captain
If you look at the original Silver Seed game I don't believe Yurel's barks work there either. I do not recall seeing them, so this might be an original Origin bug.


var0000 = UI_get_npc_id(item);
if (!(event == PROXIMITY)) goto labelFunc03BD_0049;
if (!(UI_get_schedule_type(item) == 0x001D)) goto labelFunc03BD_0049;
var0001 = ["@Leave Yurel alone!@", "@Stay away from Yurel!@", "@Yurel wants to go home!@", "@Oh, woe!@", "@Yurel hungry!@", "@Help me!@"];
Func097F(item, var0001[UI_get_random(UI_get_array_size(var0001))], 0x0000);

Re: A Doubt

Posted: Sat Oct 01, 2016 12:00 pm
by marzo
As I said more than once, proximity barks depend on schedule: with the "correct" schedule he should use the barks, with other schedules (such as the one he is programmed with) it does not get used.

There is a reason why I changed Exult to only trigger proximity barks on certain schedules: I went through the originals and check that.

Re: A Doubt

Posted: Sat Oct 01, 2016 11:56 pm
by Knight Captain
Marzo, Yurel is set to Patrol and that is what the original code looks for. Even in an unmodded Exult game it doesn't work, but I will confirm in DOS as well.

The code I have used to test is adapted from the Iolo.uc file, where we know it works. That's what makes me believe this is an issue with the Catman shape rather than some error I've made. Testing it with the newly added Ernesto seems to indicate it isn't something I'm doing wrong in the process of adding NPCs. Could it be the way the Silver Seed add-on was done that somehow kept an old flag somewhere?

Re: A Doubt

Posted: Sun Oct 02, 2016 8:11 pm
by marzo
Patrol only uses proximity barks with the correct path eggs; they need to have the correct qualiy for it (specifically, the remainder of quality divided by 32 must be 15). If no path eggs encountered in patrol schedule match this, then the proximity barks don't get triggered in patrol schedule.

Re: A Doubt

Posted: Mon Oct 03, 2016 6:53 am
by Knight Captain
15 and 47 seem to work, higher values seem to get stuck with all barks repeating and the NPC not moving (79, 111, 143, 175, 207, 239).

It looks like Quality 22 is what causes the Pikeman outside the cleared Fawn tower to swing his halberd. Is there a list of these qualities and actions?

Re: A Doubt

Posted: Mon Oct 03, 2016 1:28 pm
by marzo
I think it is only documented in the code; I can make a list later. But yeah, the other bits are flags for other stuff, including looking for enemies.

Re: A Doubt

Posted: Thu Oct 06, 2016 7:11 pm
by Knight Captain