#exult@irc.freenode.net logs for 22 Jan 2013 (GMT)

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[00:40:58] <Marzo> Dominus: not really, no
[00:41:35] <Marzo> Simply put, good, evil and chaotic don't report you in the original -- period
[00:41:48] <Marzo> Only neutrals do
[00:42:51] <Marzo> You can try it yourself -- all it takes is reprogramming some NPCs to the desired alignment (and schedule so it is neither combat nor patrol) and steal in front of them
[00:43:06] <Marzo> Only neutrals care about stealing
[00:43:17] <Marzo> And only they call guards
[00:43:35] <Marzo> (although guards can also call guards)
[00:45:29] <Marzo> I think that when someone of a given alignment is attacked, people of the same alignment help -- I know they help against the avatar and party, but I am less sure about other folks
[00:45:35] <Marzo> (still checking)
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[00:47:56] <Malignant_Manor> Marzo. chaotic guards will call for more guards when you attack them in BG.
[00:48:11] <Marzo> I know
[00:48:18] <Marzo> They do in Exult right now
[00:48:29] <Marzo> (10:43:35 PM) Marzo: (although guards can also call guards)
[00:48:31] <Marzo> See ^
[00:48:37] <Malignant_Manor> okay
[00:49:09] <Marzo> Strange, I just realized -- the rand()%N was actually causing Exult to behave closer to the original
[00:49:18] <Marzo> Err... !rand()%N
[00:49:39] <Malignant_Manor> Ah, making them less aggressive.
[00:50:03] <Marzo> Yes
[00:50:19] <Marzo> They didn't seek foes except in the schedules that said they should
[00:50:22] <Malignant_Manor> Have you tested SI guards to see if they also call guards? I would assume they do.
[00:50:30] <Marzo> They do, yes
[00:52:07] <Malignant_Manor> About wisps being unkillable, Arcadian can kill wisps once he's bonded to the Black Sword.
[00:52:42] <Marzo> Yes, but before then, if you run into one of these wisps, you really need to run
[00:54:04] <Malignant_Manor> I think it is bad that they are mostly chaotic. I remember accidentally attacking them because another threat was near.
[00:54:09] <Marzo> And there is nothing in plain BG that can kill them
[00:54:19] <Marzo> Most wisps are neutral
[00:54:32] <Malignant_Manor> I thought most were chaotic.
[00:54:37] <Marzo> There is a single chaotic and a single evil wisp in the game -- both generated by eggs
[00:55:03] <Marzo> Trust me, I scanned all eggs and all NPCs
[00:55:55] <Marzo> Actually, now that I am thinking -- I am not sure guards call more guards
[00:56:12] <Malignant_Manor> I was thinking you changed it.
[00:56:12] <Marzo> Every time I think there was a neutral witness nearby
[00:56:21] <Marzo> I mean in the originals
[00:56:29] <Marzo> I have to recheck
[00:56:42] <Malignant_Manor> I lured them to a farm
[00:56:50] <Malignant_Manor> and it still happened
[00:57:05] <Marzo> In the originals?
[00:57:58] <Malignant_Manor> Yeah
[01:00:23] <Malignant_Manor> It was SE right between Paws and Trinsic so it may not have been too far.
[01:01:28] <Malignant_Manor> Wow, something really weird happened in Exult.
[01:01:44] <Marzo> What
[01:02:15] <Malignant_Manor> All npcs are unconscious. It looked like LB woke up when I got there.
[01:02:24] <Malignant_Manor> He started attacking me.
[01:02:50] <Malignant_Manor> Party heal will not heal Iolo and he is stuck at -5 hp.
[01:04:22] <Malignant_Manor> Batlin says I casted Armageddon. I have no spellbook
[01:04:51] <Marzo> Confirmed, guards can call more guards
[01:05:20] <Marzo> So I got that right
[01:06:14] <Marzo> Now to reduce NPC aggressive behavior and to make sure that the bee music can't be overridden by dungeon music
[01:10:06] <Malignant_Manor> Ah, function 0x63E was called.
[01:10:36] <Malignant_Manor> I must have teleported to the room with the clone LB and not noticed it.
[01:20:48] <Marzo> Done: now only goblins in goblin village will try seek foes all the time
[01:21:18] <Marzo> This matches their hard-coded aggression levels from the original SI
[01:26:27] <Marzo> And NPCs in the originals do help others of the same alignment when attacked, even if not by avatar and party
[01:26:45] <Marzo> So I will have to do that as well
[01:27:26] <Marzo> I will leave it for tomorrow
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[11:48:07] <Marzo> Hrm. Seems I didn't analyze patrol schedule as well as I thought
[12:01:56] <Marzo> Huh
[12:01:57] <Marzo> 1536:Combat
[12:01:57] <Marzo> 1537:Hor. Pace
[12:01:57] <Marzo> 1538:Ver. Pace
[12:01:57] <Marzo> 1539:Talk
[12:01:57] <Marzo> 1540:Dance
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[13:43:11] <Dominus> what schedule was that?
[14:08:12] <Marzo> This is the schedule list plus a list of strings between the last schedule and the patrol schedule strings
[14:11:36] <Marzo> Dominus: it is interesting because the post-schedule stuff appears in the activity dump cheat screen
[14:13:03] <Marzo> For example: NPC 87 (Minoc blacksmith -- don't ask his name) shows "+Blacksmith" "+Fil Wtr Tr" ">Goto Item" in its activity dump when he is with a full bucket and going to the water trough
[14:14:33] <Marzo> They also show a few parameters: "s" (which I am guessing is state), "X", "Y" and "Z"
[14:17:39] <Marzo> So it seems that, in the originals, schedules are "activities" that can make use of some "sub-activities" to do their work
[14:18:10] <Marzo> All that came because I was dumping path eggs and decided to use their names in the dump
[14:18:22] <Marzo> (which start at 1588)
[14:19:34] <Marzo> SI has the same list of activities, so it seems they didn't add any in the mean time
[14:26:41] <Marzo> And now to use U7Wizard to create some paths to fully test patrol schedule
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[16:00:10] <Marzo> Huh. Hard-coded weirdness in SI maze for patrol schedule
[16:00:43] <Marzo> Usecode path egg calling a different function than it "should"
[16:00:53] <Marzo> Now to try to figure out what function it is
[16:18:36] <Dominus> wjp, usecode.org seems to be down/unresponsive
[17:11:42] <Dominus> now ok again
[20:03:28] <wjp> hm, exultbot seems to have survived it?
[20:04:10] <Dominus> yeah, whatever hiccup that was
[21:23:48] <Marzo> Ugh. Ugly item corruption list in patrol schedule
[21:27:00] <Marzo> Don't watch anyone that pops a hammer as part of patrol
[21:27:09] <Marzo> (until I commit the fix)
[21:48:01] <Marzo> Huh
[21:48:31] <Marzo> Placing a 'kneel at tombstone' path egg near a tomb shows how it is different from the 'kneel' path egg -- flowers
[21:50:18] <Marzo> Makes me wonder why they implemented then went around and never used it in-game
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