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Merge pull request #16 from Gitjas/master
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update to v10
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Gitjas authored Feb 23, 2022
2 parents d084e75 + dd6d350 commit 57966f8
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Showing 27 changed files with 292 additions and 24 deletions.
33 changes: 33 additions & 0 deletions imoen_forever/baf/imoen_imoen2_2.baf
Original file line number Diff line number Diff line change
Expand Up @@ -375,4 +375,37 @@ THEN
RESPONSE #100
RealSetGlobalTimer("C#IM_DialogueTimer","GLOBAL",1200)
StartDialogueNoSet(Player1)
END

/* Cow in the slums */
/* activate */
IF
RealGlobalTimerExpired("C#IM_DialogueTimer","GLOBAL")
Global("C#IM_SlumCow","GLOBAL",0)
AreaCheck("AR0400")
Range("GithTrap03",15)
InParty(Myself)
!StateCheck(Player1,CD_STATE_NOTVALID)
!StateCheck(Myself,CD_STATE_NOTVALID)
See(Player1)
!Detect([ENEMY])
!Detect([EVILBUTBLUE])
CombatCounter(0)
THEN
RESPONSE #100
SetGlobal("C#IM_SlumCow","GLOBAL",1)
END

/* initiate */
IF
Global("C#IM_SlumCow","GLOBAL",1)
!StateCheck(Player1,CD_STATE_NOTVALID)
!StateCheck(Myself,CD_STATE_NOTVALID)
See(Player1)
!Detect([ENEMY])
!Detect([EVILBUTBLUE])
CombatCounter(0)
THEN
RESPONSE #100
StartDialogueNoSet(Player1)
END
15 changes: 15 additions & 0 deletions imoen_forever/dialogue/c#im_imoen2j.d
Original file line number Diff line number Diff line change
Expand Up @@ -702,4 +702,19 @@ Global("C#IM_SalvanasImoen","AR0406",0)~ THEN SALVANAS slavanas
EXIT


/* Cow in the slums */

CHAIN
IF ~Global("C#IM_SlumCow","GLOBAL",1)~ THEN IMOEN2J cow_slums
@214 /* ~[Imoen]A cow! In the midst of the houses. I didn't expect to see them here.~ */
DO ~SetGlobal("C#IM_SlumCow","GLOBAL",2)~
== IMOEN2J IF ~GlobalGT("C#Q11_CowQuest","GLOBAL",0)~ THEN @215 /* ~[Imoen]Do you remember poor Mrs Thirsty and her cow in Baldur's Gate? What a hassle it was, with her cow inside the city. "No cows are allowed inside the city walls!"~ */
== IMOEN2J IF ~GlobalGT("ysTalkedToFarmer","GLOBAL",0)~ THEN @216 /* ~[Imoen]Unless you are the Seatower farmer, of course. Then you can have - two, three?~ */
== IMOEN2J @217 /* ~[Imoen]We are in Athkatla, the biggest city I've ever seen - much bigger than Baldur's Gate - and they keep cows on the streets of the slums. Do you think there will be other animals in other parts of the city? Elefants in the Promenade? Wolves in the Graveyard? Peacocks in the Temple District? (giggle)~ */
== BJAHEIR IF ~InParty("JAHEIRA") InMyArea("JAHEIRA") !StateCheck("JAHEIRA",CD_STATE_NOTVALID)~ THEN @218 /* ~[Jaheira]This is not a zoo, Imoen. The cows belong to very poor people who can't afford to rent a willow outside of town. They are here for milk and also meat.~ */
== IMOEN2J IF ~InParty("JAHEIRA") InMyArea("JAHEIRA") !StateCheck("JAHEIRA",CD_STATE_NOTVALID)~ THEN @219 /* ~[Imoen]You really don't have to treat me like a child, Jaheira. I am well aware of that.~ */
== IMOEN2J @220 /* ~[Imoen]I feel a bit sorry for the cow... It belongs onto a green willow, not on the side of the dirty road. Well, it looks well enough. So, there is street cats and dogs, and apparently, also street cows.~ */
EXIT



2 changes: 1 addition & 1 deletion imoen_forever/dialogue/c#immet.d
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@ END
CHAIN
IF ~~ THEN C#IMMET free_05
@10
= @11
//= @11
= @27
== BAERIE IF ~InParty("aerie") InMyArea("aerie") !StateCheck("aerie",CD_STATE_NOTVALID)~ THEN @22
== BJAHEIR IF ~InParty("JAHEIRA") InMyArea("JAHEIRA") !StateCheck("JAHEIRA",CD_STATE_NOTVALID)~ THEN @23
Expand Down
60 changes: 58 additions & 2 deletions imoen_forever/imoen_forever.tp2
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ BACKUP ~imoen_forever/backup~
AUTHOR ~Please post at G3 or Kerzenburgforum, refer to readme.~


VERSION ~v9~
VERSION ~v10~

README ~imoen_forever/readme.imoen_forever.%LANGUAGE%.txt~ ~imoen_forever/readme.imoen_forever.english.txt~

Expand Down Expand Up @@ -622,11 +622,26 @@ WRITE_BYTE 0xa2 C#IM_NoPermanentDeath

EXTEND_TOP ~imoen2.bcs~ ~imoen_forever/baf/imoen_imoen2.baf~ EVALUATE_BUFFER

/* add references to the protection spell */
/* inside Imoen's greetings dialogue (after being released in teh slums) */
// Get state @10 for C#IMMET %C#IMMET_10%
OUTER_SET C#IMMET_10 = STATE_WHICH_SAYS 10 IN ~imoen_forever/tra/autotra/%s/C#IMMET.TRA~ FROM ~C#IMMET~
<<<<<<<< ...inlined/imoen_spell.d
I_C_T C#IMMET %C#IMMET_10% C#IM_C#IMMET_11
== C#IMMET @11
END
>>>>>>>>
COMPILE EVALUATE_BUFFER ~...inlined/imoen_spell.d~ USING ~imoen_forever/tra/autotra/%s/C#IMMET.TRA~

/* inside cutscene in government building */
WITH_TRA ~imoen_forever/tra/autotra/%s/game.tra~ BEGIN
OUTER_SET strref1 = RESOLVE_STR_REF(@1005)
END
COPY_EXISTING ~movie01B.bcs~ ~override~
DECOMPILE_AND_PATCH BEGIN

/* Cowled Wizards let Imoen go: Irenicus announces his spell on her */
REPLACE_TEXTUALLY ~\(DisplayStringWait("cujon",@1005)[%tab% %lnl%%mnl%%wnl%]+SmallWait(6)\)~
REPLACE_TEXTUALLY ~\(DisplayStringWait("cujon",%strref1%)[%tab% %lnl%%mnl%%wnl%]+SmallWait(6)\)~
~\1 DisplayStringWait("cujon",@1006)~
END
BUT_ONLY_IF_IT_CHANGES
Expand Down Expand Up @@ -1462,4 +1477,45 @@ END
>>>>>>>>
COMPILE EVALUATE_BUFFER ~.../add_bdimoen_chest.d~ USING ~imoen_forever/tra/autotra/%s/bdimoens.tra~

//////////////////////////////////////////////////////////////////
/* general component: Imoen's Alternate Portrait from Acifer */
///////////////////////////////////////////////////////////////////
BEGIN @9933 DESIGNATED 30
LABEL ~Imoen4Ever-Imoen_Alternate_Portrait_Acifer~
REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee tob bgt eet~) @9934


ACTION_IF GAME_IS ~bgt~ BEGIN
/* BG1 portraits */
COPY ~imoen_forever/imoenportrait_acifer/classic/NIMOENL.bmp~ ~override/IMOENL.bmp~
COPY ~imoen_forever/imoenportrait_acifer/classic/NIMOENM.bmp~ ~override/IMOENM.bmp~
COPY ~imoen_forever/imoenportrait_acifer/classic/NIMOENS.bmp~ ~override/IMOENS.bmp~
END

ACTION_IF GAME_IS ~bg2 tob bgt~ BEGIN
/* BGII portraits */
COPY ~imoen_forever/imoenportrait_acifer/classic/NIMOENL.bmp~ ~override~
COPY ~imoen_forever/imoenportrait_acifer/classic/NIMOENM.bmp~ ~override~
COPY ~imoen_forever/imoenportrait_acifer/classic/NIMOENS.bmp~ ~override~
END

ACTION_IF GAME_IS ~bgee bg2ee eet~ BEGIN
/* BG1 portraits */
COPY ~imoen_forever/imoenportrait_acifer/ee/NIMOENL.bmp~ ~override/IMOENL.bmp~
COPY ~imoen_forever/imoenportrait_acifer/ee/NIMOENM.bmp~ ~override/IMOENM.bmp~
COPY ~imoen_forever/imoenportrait_acifer/ee/NIMOENM.bmp~ ~override/IMOENS.bmp~
END

ACTION_IF GAME_INCLUDES ~sod~ BEGIN
/* SoD portraits */
COPY ~imoen_forever/imoenportrait_acifer/ee/NIMOENL.bmp~ ~override/BDIMOENL.bmp~
COPY ~imoen_forever/imoenportrait_acifer/ee/NIMOENM.bmp~ ~override/BDIMOENM.bmp~
COPY ~imoen_forever/imoenportrait_acifer/ee/NIMOENM.bmp~ ~override/BDIMOENS.bmp~
END

ACTION_IF GAME_IS ~bg2ee eet~ BEGIN
/* BGII portraits */
COPY ~imoen_forever/imoenportrait_acifer/ee/NIMOENL.bmp~ ~override~
COPY ~imoen_forever/imoenportrait_acifer/ee/NIMOENM.bmp~ ~override/NIMOENM.bmp~
COPY ~imoen_forever/imoenportrait_acifer/ee/NIMOENM.bmp~ ~override/NIMOENS.bmp~
END
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24 changes: 21 additions & 3 deletions imoen_forever/readme.imoen_forever.english.txt
Original file line number Diff line number Diff line change
Expand Up @@ -21,8 +21,9 @@ The mod tries to use as many originally voiced lines as possible, but some had t

The mod is compatible with SoD and all BGII games: BGII, BGT, BGII:EE, EET. For EET, install the mod dirctly into your EET game folder.

The mod has 12 components. The first 5 are for BGII; for these, the 1st component is required to install any of the other, optional components (numbers 2 to 5).
The last components (numbers 6 to 12) are for SoD; for these, components 6 *or* 7 are required to install any of the other, optional components.
The mod has 14 components. The first 5 are for BGII; for these, the 1st component is required to install any of the other, optional components (numbers 2 to 5).
The last components (numbers 6 to 13) are for SoD; for these, components 6 *or* 7 are required to install any of the other, optional components (for details refer to components' descriptions).
Component 14 offers an alternate portrait for Imoen by Acifer. It is optional and independent on any other I4E component.


Components for BGII content:
Expand Down Expand Up @@ -138,6 +139,7 @@ This component comes with two options:

Compatibility note: The portrait names used are the ones for the original BG1/SoD portraits.
Do not install either component if you are using a different portrait for Imoen or have other portrait mods installed that change Imoen's portrait, unless you know the mods are compatible.
This component will be overwritten by component 14 "14 I4E in all games: Alternate Imoen Portrait by Acifer" without technical problems if both are installed.


13 I4E in SoD: Imoen's chest moves with the campaign, too
Expand All @@ -146,6 +148,16 @@ With this component, the contents of Imoen's chest in the 3rd floor of the palac
This component requires component 7 "Imoen Returns to PC in First Coalition Camp" to be installed.


14 I4E in all games: Alternate Imoen Portrait by Acifer
-----------------------------------
This optional component installs an alternate Imoen portrait, by Acifer.
The portrait will be used for Imoen in all parts (BG1, SoD, BGII) of the present game. For this, portrait naming of the original Imoen portraits will be used.
The component is optional and independent on any other I4E component.
This component is technicall compatible with component 12 "I4E in SoD: Unify Imoen's Portrait" but will overwrite it.
Other portrait mods for Imoen installed after this one will overwrite its content.



INSTALLATION

For installation order, the main BGII component of this mod is to be treated as a quest mod (not a tweak mod) and should be installed before any other NPC mods that add interjections in SoA chapter 2&3.
Expand Down Expand Up @@ -262,7 +274,7 @@ This should be helpful in case Imoen came back but was not taken into party but

CREDITS

Acifer - promotion picture, beta testing, mod name
Acifer - Imoen portrait, promotion picture, beta testing, mod name

Argent77 - coding help for non-destructive ADD_TRANS_TRIGGER patching

Expand Down Expand Up @@ -306,6 +318,12 @@ REDISTRIBUTION NOTE: Imoen 4 Ever Mod was created to be freely enjoyed by all Ba

HISTORY

Version 10:
-new optional component (not dependent on the others): new alternate portrait for Imoen for all games, by Acifer.
-Imoen should not mention protection spell unless the component is installed; Irenicus mentioning it should be patched correctly.
-More reactions in BGII chapters 2&3: Imoen notices cows in the slums.
-One more reaction to item in SoD.

Version 9:
-"Imoen Remains in Group in Korlasz' Dungeon": Imoen will notify Duke Jannath about the Bhaal research found in Korlasz' Crypt. Research can be given Duke Jannath if Imoen didn't take them.
-"Imoen Remains in Group in Korlasz' Dungeon": added check for EndlessBG1's "Korlasz' Dungeon is in BG1" component (the components are not compatible and redundant with regard to Imoen remaining in party in Korlasz' Crypt).
Expand Down
25 changes: 22 additions & 3 deletions imoen_forever/readme.imoen_forever.german.txt
Original file line number Diff line number Diff line change
Expand Up @@ -21,9 +21,10 @@ Hierbei wurden so viele vertonte Originalzeilen verwendet wie m

Die Mod ist mit SoD und allen BGII-Spielen kompatibel (BGII, BGT; BGII:EE, EET). F�r die EET die Mod direkt in den EET-Spieleordner installieren.

Die Mod hat 12 Komponenten.
Die Mod hat 14 Komponenten.
Die Komponenten 1-5 sind f�r BGII. Die erste muss installiert sein, damit die optionalen Komponnten 2-5 installiert werden k�nnen.
Die Komponenten 6-12 sind for SoD. Hier m�ssen entweder die Komponente 6 oder die Komponente 7 installiert sein, damit die optionalen Komponenten 8-12 installiert werden k�nnen.
Die Komponenten 6-13 sind for SoD. Hier m�ssen entweder die Komponente 6 oder die Komponente 7 installiert sein, damit die optionalen Komponenten 8-13 installiert werden k�nnen (Details der Abh�ngigkeiten s. Komponentenbeschreibungen).
Komponente 14 ist unabh�ngig installierbar und f�gt ein alternatives Portrait f�r Imoen ins gesamte vorliegende Spiel ein.


-----------------------------------
Expand Down Expand Up @@ -149,6 +150,18 @@ Mit dieser Komponente folgt der Inhalt von "Imoens Kiste" aus dem obersten Stock
Voraussetzung ist, dass die Komponente 7 "Imoen kommt im ersten Koalitionslager zur�ck zum HC" installiert ist.


-----------------------------------
Komponenten f�r alle Spiele:
-----------------------------------

14 I4E f�r alle Spiele: Alternatives Imoenportrait von Acifer
-----------------------------------
Diese optionale Komponente f�gt ein alternatives Imoenportrait von Acifer ein.
Das Portrait wird f�r alle vorliegenden Teile (BG1, SoD, BGII) des Spiels verwendet. Hierf�r werden die originalen Portraitnamen verwendet.
Die Komponente ist optional und unabh�ngig von den anderen Komponenten installierbar. Sie ist technisch kompatibel mit der Komponente 12 "I4E f�r SoD: Imoens Portrait in SoD vereinheitlichen" indem sie sie �berschreibt.
Werden andere Imoen-Portraitmods nach dieser installiert, �berschreiben sie diese Komponente.



INSTALLATION

Expand Down Expand Up @@ -264,7 +277,7 @@ This should be helpful in case Imoen came back but was not taken into party but

CREDITS

Acifer - Promotion-Bild, Betatesten, Name der Mod
Acifer - Imoenportrait, Promotion-Bild, Betatesten, Name der Mod

Argent77 - Codinghilfe f�r nicht-destruktives ADD_TRANS_TRIGGER Patchen

Expand Down Expand Up @@ -308,6 +321,12 @@ REDISTRIBUTION NOTE: Imoen 4 Ever Mod was created to be freely enjoyed by all Ba

HISTORY

Version 10:
-new optional component (not dependent on the others): new alternate portrait for Imoen for all games, by Acifer.
-Imoen should not mention protection spell unless the component is installed; Irenicus mentioning it should be patched correctly.
-More reactions in BGII chapters 2&3: Imoen notices cows in the slums.
-One more reaction to item in SoD.

Version 9:
-"Imoen Remains in Group in Korlasz' Dungeon": Imoen will notify Duke Jannath about the Bhaal research found in Korlasz' Crypt. Research can be given Duke Jannath if Imoen didn't take them.
-"Imoen Remains in Group in Korlasz' Dungeon": added check for EndlessBG1's "Korlasz' Dungeon is in BG1" component (the components are not compatible and redundant with regard to Imoen remaining in party in Korlasz' Crypt).
Expand Down
21 changes: 19 additions & 2 deletions imoen_forever/readme.imoen_forever.polish.txt
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,8 @@ Mod stara si

Mod jest kompatybilny z SoD i wszystkimi wersjami gry: BGII, BGT, BGII:EE, EET. Dla EET modyfikacj� nale�y instalowa� bezpo�rednio w folderze EET.

Mod ma dwana�cie komponent�w. Pierwsze pi�� dotyczy BGII; pierwszy z nich jest wymagany do zainstalowania kt�regokolwiek z kolejnych (numery 2 do 4) opcjonalnych komponent�w. Ostatnie komponenty (od 6 do 12) dotycz� SoD; spo�r�d nich sz�sty *lub* si�dmy jest wymagany do zainstalowania kolejnych komponent�w opcjonalnych.
Mod ma dwana�cie komponent�w. Pierwsze pi�� dotyczy BGII; pierwszy z nich jest wymagany do zainstalowania kt�regokolwiek z kolejnych (numery 2 do 4) opcjonalnych komponent�w. Ostatnie komponenty (od 6 do 13) dotycz� SoD; spo�r�d nich sz�sty *lub* si�dmy jest wymagany do zainstalowania kolejnych komponent�w opcjonalnych (for details refer to components' descriptions).
Component 14 offers an alternate portrait for Imoen by Acifer. It is optional and independent on any other I4E component.


Komponenty z zawarto�ci� dla BGII:
Expand Down Expand Up @@ -142,6 +143,16 @@ With this component, the contents of Imoen's chest in the 3rd floor of the palac
This component requires component 7 "Imoen Returns to PC in First Coalition Camp" to be installed.


14 I4E in all games: Alternate Imoen Portrait by Acifer
-----------------------------------
This optional component installs an alternate Imoen portrait, by Acifer.
The portrait will be used for Imoen in all parts (BG1, SoD, BGII) of the present game. For this, portrait naming of the original Imoen portraits will be used.
The component is optional and independent on any other I4E component.
This component is technicall compatible with component 12 "I4E in SoD: Unify Imoen's Portrait" but will overwrite it.
Other portrait mods for Imoen installed after this one will overwrite its content.



INSTALACJA

Ten mod nale�y traktowa� jak mod questowy (nie jak tweak) i powinno si� go instalowa� przed modami dodaj�cymi NPC�w oraz interakcje w SoA w rozdzia�ach 2 i 3.
Expand Down Expand Up @@ -207,7 +218,7 @@ Po jeszcze wi

NAPISY KO�COWE

Acifer - promotion picture, beta testing
Acifer - Imoen portrait, promotion picture, beta testing

Argent77 - coding help for non-destructive ADD_TRANS_TRIGGER patching

Expand Down Expand Up @@ -251,6 +262,12 @@ UWAGI O ROZPOWSZECHNIANIU: Mod Imoen 4 Ever zosta

HISTORIA

Version 10:
-new optional component (not dependent on the others): new alternate portrait for Imoen for all games, by Acifer.
-Imoen should not mention protection spell unless the component is installed; Irenicus mentioning it should be patched correctly.
-More reactions in BGII chapters 2&3: Imoen notices cows in the slums.
-One more reaction to item in SoD.

Version 9:
-"Imoen Remains in Group in Korlasz' Dungeon": Imoen will notify Duke Jannath about the Bhaal research found in Korlasz' Crypt. Research can be given Duke Jannath if Imoen didn't take them.
-"Imoen Remains in Group in Korlasz' Dungeon": added check for EndlessBG1's "Korlasz' Dungeon is in BG1" component (the components are not compatible and redundant with regard to Imoen remaining in party in Korlasz' Crypt).
Expand Down
29 changes: 29 additions & 0 deletions imoen_forever/sod_rejoin/bdimoen_additions_sod.baf
Original file line number Diff line number Diff line change
Expand Up @@ -228,6 +228,35 @@ THEN
StartDialogNoSet(Player1)
END

/* reaction to item: */
/* bdamul02 "Archer's Eyes" */
IF
IsValidForPartyDialogue(Myself)
See(Player1)
CombatCounter(0)
!See([ENEMY])
!StateCheck(Myself,CD_STATE_NOTVALID)
!StateCheck(PLAYER1,CD_STATE_NOTVALID)
PartyHasItemIdentified("bdamul02")
Global("C#Imoen_SoDbdamul02","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("C#Imoen_SoDbdamul02","GLOBAL",1)
END

/* trigger */
IF
IsValidForPartyDialogue(Myself)
See(Player1)
CombatCounter(0)
!See([ENEMY])
!StateCheck(Myself,CD_STATE_NOTVALID)
!StateCheck(PLAYER1,CD_STATE_NOTVALID)
Global("C#Imoen_SoDbdamul02","GLOBAL",1)
THEN
RESPONSE #100
StartDialogNoSet(Player1)
END

/* adjust XP after joining once */
IF
Expand Down
8 changes: 8 additions & 0 deletions imoen_forever/sod_rejoin/bdimoenj_additions.d
Original file line number Diff line number Diff line change
Expand Up @@ -74,6 +74,14 @@ I_C_T BDCAELAR 38 C#IM_BDCAELAR_38
== bdimoen IF ~IsValidForPartyDialogue("%IMOEN_DV_SOD%")~ THEN @131 /* ~Unharmed! Suuure, that makes so much sense after sending assassins earlier.~ */
END

/* reaction to item: */
/* bdamul02 "Archer's Eyes" */
APPEND bdimoen
IF ~Global("C#Imoen_SoDbdamul02","GLOBAL",1)~ THEN archers_eyes
SAY @136 /* ~[Imoen]Archer's Eyes, huh? Is it me or are some talismans and magical items just... yuck.~ */
IF ~~ THEN DO ~SetGlobal("C#Imoen_SoDbdamul02","GLOBAL",2)~ EXIT
END
END //APPEND


/* Thrix's game */
Expand Down
6 changes: 5 additions & 1 deletion imoen_forever/tra/english/BDIMOENJ.TRA
Original file line number Diff line number Diff line change
Expand Up @@ -91,4 +91,8 @@
@132 = ~<CHARNAME>! That's mean! We aren't *that* mean, are we?~
@133 = ~Eek, killing the dwarves for a lich? We won't really do that, will we?~
@134 = ~Oh, no! The poor man. He was such a nice guy! Well, besides the fact that he lost all our gold, but... this is so sad!~
@135 = ~I don't feel any different. Do you feel any different?~
@135 = ~I don't feel any different. Do you feel any different?~

/* new for v10 */
/* #34030 "Archer's Eyes" */
@136 = ~[Imoen]Archer's Eyes, huh? Is it me or are some talismans and magical items just... yuck.~
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