When are scripts loaded?

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).
AuthorTopic: When are scripts loaded?
Member # 4127
Profile #0
I have been playing around with modifying corescendata.txt in the Avernum files. The reason? In all of the Avernum series (1-3 and now Blades), I have never once seen a spider throw webs. Supposedly they have the ability (cr_special_abil = 5), but I have never, ever seen them use it.

Examining the scripts in corescendata.txt I suspect it is because they have the melee AI. So, I wanted to change the default spider behavior to archer/caster, which is what it was in the Exile series (and the reason why spider rooms were some of the most deadly encounters ever).

I changed the file and loaded a default game (in VoDT) where I was about to enter a spider room. Nothing happened. Spiders still run into melee, making them boring, flavorless monsters.

Now, I know the file is being loaded, because I misspelt cr_default_strategy the first time, and hence it would not process my saved game. After fixing the spelling mistake, the game loaded perfectly. But the changes did not register.

So, what's the issue here? Will script changes only load each time you start up a new scenario, with mid-scenario being ignored? Or can we not make global changes in corescendata.txt (Spiders need to be fixed, dammit)?
Posts: 48 | Registered: Saturday, March 20 2004 08:00
Triad Mage
Member # 7
Profile Homepage #1
They're loaded when the scenario is created, AFAIK. Also, the monster's behavior script will affect this too.

"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Member # 4129
Profile #2
See Chapter 2.1.5 Dealing With Errors (page 79) of the BOA Editor manual.

"Reloading Scripts." -- describes your problem directly.

William H. Magill
# Beige G3 - Rev A motherboard - 768 Meg
# Flat-panel iMac (2.1) 800MHz - Super Drive - 768 Meg
# PWS433a [Alpha 21164 Rev 7.2 (EV56)- 64 Meg]- Tru64 5.1a
# XP1000 - [Alpha EV6]
Posts: 2 | Registered: Saturday, March 20 2004 08:00
Member # 3340
Profile #3
If you were to **read** the docs -- it said NOT to ever modify the corescendata.txt file nor another core*.txt file. Only Jeff can do this, via updates to Advernum.

You should have used a 'custom object' file -- plase read the docs about it.

You won't have a headache later ;)


Sometimes I just don't know anything about everything -- or do I ?
Posts: 99 | Registered: Wednesday, August 13 2003 07:00
Shake Before Using
Member # 75
Profile #4
Actually, I think the warning not to modify those files was more of "you shouldn't, and there's no reason to" rather than "you can't".

Unless JV uses some strange backup method for it, there shouldn't be any technical problems with modifying the core files - it's just that, from what I've read, there's no reason you'd want to for your scenario, as it would create needless incompatibility in exchange for nothing.

Therefore, um, I see no reason why he can't modify giant spider AI in the core file.

ADDENDUM : Try modifying it in a single scenario data file first. JV telling us whether or not he's using some strange backup method would work, too.

[ Sunday, March 21, 2004 07:39: Message edited by: Imban ]
Posts: 3234 | Registered: Thursday, October 4 2001 07:00