Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Absurdly small code changes  () 1 Vote
Re: Absurdly small code changes[message #353722 is a reply to message #353694] Sat, 09 June 2018 22:44 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Part of the game code is a huge array that stores so called Facts. These are a sort of 'notes', mostly to store quest-related data (Did we give Madlab a video camera? Has Steve heard about us rescuing Joey? Which whores are available?). We use them in the code, in lua
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and also in NPC scripts, set in .npc files. The important thing I want to draw attention to is that NPC conversations also set facts. This makes sense when you think about it, most NPCs have some long dialogue over several files that they never repeat. This is achieved by setting a fact.

Unfortunately, these facts set for conversation purposes are not listed inside the code. This is bad if, say, some dashing young coder comes along, codes something which needs a fact, sees in the enum that a number is still 'free' and then uses that number, unaware that some NPC conversation also evaluates that flag or sets it. Possible results range from NPC never says a few lines to I talked to Dimitri, that suddenly triggered all the rebels, and now my team is dead in the rebel basement ten minutes after gamestart.

Luckily this hasn't occured until now, Sirtech avoided that and just didn't list these numbers, the lazy gits. My code additions also don't do that, because I'm lucky awesome.

I've gone over all the stock .npc files in r8570 and added all relevant numbers to the enum in Quests.h. Below are now the known facts:

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Q: I am a coder who wants to code new quest stuff. What does this mean for me?
A: Hu. Where have you been all these years, you lazy bastard? Whatever. Don't use the numbers already used in the array above and you're good (and add whatever facts you are introducing).

Q: I am a modder and have added new NPCs or altered existing .npc files in my mods. What does this mean for me?
A: Check whether any of your .npc files (not the one in stock, I've checked those and added what was missing to the above array) for usSetFactTrue (or called sth. similar). If that number is neither 0 nor 65535, check whether that number is in conflict with the above. If it is already in use, move it (not necessary if you replaced the original NPC that set it, duh).

Q: I am a player. What does this mean for me?
A: Nothing, unless the modder of a mod you play tells you otherwise. In case this inexplicably saddens you, here is an owl to distract you.

[Updated on: Sun, 10 June 2018 10:29]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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