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[08:11:58] <Yuv422> hello
[08:51:36] <sbx> mahalo
[08:51:46] * sbx was just posting on the U6O forum.
[08:51:51] <Yuv422> ah k
[08:52:10] * Yuv422 looks
[08:52:15] <Yuv422> how's things?
[08:53:10] <sbx> fine
[08:53:23] <sbx> still got a lot of things I want to work on in nuvie, havn't got around to it yet
[08:53:41] <Yuv422> me too
[08:54:11] <Yuv422> what would you prefer I work on next?
[08:54:21] <Yuv422> comabt or resting in the wilderness?
[08:54:39] <Yuv422> comabt/combat
[08:54:56] <sbx> combat
[08:55:05] <Yuv422> hehe
[08:55:14] <Yuv422> righto combat it is
[08:55:36] <Yuv422> I'll have to look at my old combat tree again
[08:55:38] <sbx> do you have some of it done already?
[08:55:42] <sbx> oh I see
[08:56:01] <sbx> ok
[08:56:06] <Yuv422> I still need to take the walk code out of the pathfinders
[08:56:19] <Yuv422> that's probably my first task
[08:56:33] <Yuv422> which is sort of combat related
[08:57:28] <Yuv422> can you remember how the original handled attacking npcs that were asleep?
[08:58:36] <Yuv422> or paralysed
[08:59:04] <Yuv422> I guess we could remove the dex saving throw
[08:59:48] <sbx> I don't even know how combat worked, with regard to stats.
[09:00:03] <sbx> Just that the turn based system is fun when there are lots of enemies and party members.
[09:00:13] <Yuv422> should we remove the armour saving cals for actors sleeping in beds?
[09:00:17] <sbx> I was thinking that a few months ago when I last played it.
[09:00:22] <sbx> yeah
[09:00:36] <Yuv422> cool
[09:00:38] <sbx> But, you can usually kill most town NPC's in one hit anyway.
[09:00:42] <sbx> Whether they are asleep or awake.
[09:00:50] <Yuv422> yeah
[09:02:20] <sbx> They can't even call guards if you do that.
[09:02:32] <sbx> Only if they take damage and are still alive do they call guards.
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[10:50:06] <Yuv422> hmm talking to guards in FM-Towns mode crashes Nuvie. :(
[10:55:44] <sbx> they dont do anything special
[10:55:47] <sbx> what about wisps?
[10:56:05] <Yuv422> they have a special npc number don't they?
[10:56:28] <sbx> that's true
[10:56:38] <sbx> so do wisps
[10:57:34] <Yuv422> we should probably try to move some of this talk logic out of Event too
[10:57:40] <sbx> that is, they have an npc number like any actor, even though their real actor ID varies
[10:57:48] <sbx> i suppose
[10:59:43] <Yuv422> hmm 201 wisp
[10:59:50] <Yuv422> 202 guard
[11:00:01] * Yuv422 looks at the fm-towns converse file
[11:02:05] <Yuv422> there are no samples for 201,202
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[11:03:39] <Yuv422> guard is 228 in FMtowns
[11:03:43] <Yuv422> hi trand
[11:04:18] <trand> hi Yuv422
[11:04:23] <trand> good night
[11:04:32] <Yuv422> cya
[11:04:49] <Yuv422> or was that a greeting? ;)
[11:05:19] <trand> greeting
[11:05:43] <trand> how can i late evening greeting?
[11:06:02] <Yuv422> good evening
[11:06:02] <trand> i think 'good evening' is not nice at 8:06 p.m.
[11:06:18] <trand> hmmm.... also 'evening'? i see.
[11:06:21] <trand> again,
[11:06:24] <trand> good evening
[11:06:41] <Yuv422> you would say "good night" just before bed
[11:06:51] <Yuv422> or when you're leaving for the night
[11:07:00] <Yuv422> :)
[11:07:13] <trand> aha
[11:07:16] <trand> thanks
[11:15:55] <sbx> bbl
[11:15:57] --- sbx is now known as sbx|afk
[11:16:36] <trand> hi sbx
[11:35:17] <sbx|afk> ah i meant brb
[11:35:22] --- sbx|afk is now known as sbx
[11:35:26] <sbx> hi
[11:36:01] <Yuv422> sbx would it cause any damage if I change npc_num when loading a guard or wissp?
[11:36:06] <Yuv422> in Converse
[11:36:35] <Yuv422> or maybe I should add a script_num variable
[11:36:45] <Yuv422> that's probably the better option
[11:37:06] <sbx> ?
[11:37:17] <sbx> i think a real npc num is stored somewhere
[11:37:27] <sbx> maybe not
[11:37:28] <Yuv422> yes in npc_num
[11:37:32] <sbx> ok
[11:37:37] <Yuv422> but I need the script_num
[11:37:45] <Yuv422> when I try to load the samples
[11:37:54] <Yuv422> in FMtowns mode
[11:38:15] <sbx> yeah if you make a script_num property, set it where the script is loaded
[11:38:35] <sbx> since its already derived there
[11:38:40] <sbx> but you said guard was 228 in fmtowns?
[11:38:48] <sbx> that mean sample or also the script num?
[11:39:14] <sbx> its probably already wrong that the script numbers override in Converse
[11:39:24] <sbx> and we have special case for guard and wisp
[11:39:31] <Yuv422> I'm not too sure if the script is also 228
[11:39:36] <Yuv422> I'll need to check.
[11:41:35] <Yuv422> oh dear
[11:41:51] <Yuv422> script is 202 but audio samples are 228
[11:41:53] <Yuv422> :(
[11:42:37] <sbx> looks like you need some kind of special check in conversespeech too
[11:42:49] <sbx> similiar to the one in converse, perhaps
[11:43:10] <sbx> unless you find something in the script that defines which sample number it uses
[11:59:01] <Yuv422> ok guards talk
[11:59:18] <sbx> good work :)
[11:59:40] <trand> cya
[11:59:58] <Yuv422> cya trand
[12:01:34] <sbx> cya
[12:01:53] <trand> ah... my mistake.
[12:02:49] <trand> i guess 'good work' is kind of farewell. :P
[12:03:02] <trand> don't see me later
[12:03:23] <Yuv422> :)
[12:03:36] <Yuv422> glad you're staying. :)
[12:03:41] <sbx> ohh
[12:03:42] <sbx> hehe
[12:03:42] <sbx> k
[12:13:06] <Yuv422> ok wisps talk now too
[12:13:34] <Yuv422> sorry... they exchange information with life beings. :)
[12:14:27] <wjp> :-)
[12:14:32] <wjp> oh, and hi :-)
[12:14:40] <Yuv422> hi wjp
[12:16:51] <sbx> We once again acknowledge the presence 'you', as a distinct unit of 'Earth'. 'Hi'.
[12:17:19] * sbx passes out free Armageddon's to everyone in the channel.
[12:17:26] <Yuv422> hehe
[13:22:48] <Yuv422> I'm off to bed now
[13:22:50] <Yuv422> cya
[13:23:09] <Yuv422> I'll commit my changes tomorrow
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