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#1
V9.0 / Re: Yoren explains blunt weapo...
Last post by tos1 - Today at 08:54:21 PM
I hand-disassembled the v9.3's *.txt and found out the cause.

---- Yoren's answer-A (mistakenly displayed when the player asked "How did you come to join ...")
dlga_ramun_ask_about_capturing:ramun_have_blunt_weapon
New to this, aren't ya? Lemme explain it in simple terms. The basic rule of takin' someone prisoner is knockin' 'em down with a blunt weapon, like a mace or a club, rather than cuttin' 'em open with a sword. That way 'em go to sleep for a little while rather than bleeding to death, ya see? I'm assumin' ya've a blunt weapon with ya, {lad/lassie}.
---- Yoren's answer-B (The correct answer)
dlga_ramun_ask_about_capturing:ramun_ask_about_capturing_2
I was young, saw my brother stabbed through the heart right on our doorstep. Weren't much of a villain, the man who stabbed him.
----

As far as I checked, The Starting-dialog-state (2nd parameter in each dialog record) of the answer-B is same with of the answer-A, and the answer-A's condition is true, so the "New to this, ..." would be mistakenly displayed when the player selected "How did you come to join the Night's Watch?".

Both of them are not the player's choice but Yoren's answer, so the line "I was young, ..." will not be displayed unless you change the condition-block of each and add something new appropriate condition for them.

Furthermore, as mentioned above, after Yoren explains the blunt weapon, the conversation continues from the line where the player says "You knew who it was?". It would be correct flow if the answer-A is replaced with the answer-B

- Game version (and steam or downloaded):
AWoIaF v9.3, 9.1. Warband v1.174 downloaded
#2
Help & Support / postarticleonline
Last post by icleonli - April 27, 2024, 02:49:21 AM
The liver is one among the biggest organs in the human body1 and has greater than 500 functions1. The liver helps the body detoxify, damage down pollution and decrease their toxicity1,2, making them ideal to the body. The metabolism of human nutrition is also associated with the liver1. The liver also shops glycogen, vitamins and minerals1 for later use while needed. The liver additionally has some other critical characteristic. It secretes bile 1 to digest the fats in food for us, so the liver surely does lots of things.


what is search engine optimization
#3
V9.0 / Follow-up: "Opponents Remainin...
Last post by tos1 - April 26, 2024, 10:30:19 PM


Related topics:
- "Re: Unmotivated practice melee fighters in arenas" by me. (v8.* but inherited to v9.3)
- "Melee (crowd) fight at arena ends at about 20 fighters left" by me. (v9.*)
- "Follow-up: Bunch of warnings at arena melee fights" by me. (v9.*)

I disassembled all triggers of mst_arena_melee_fight (68 triggers for AWoIaF v9.3, 71 triggers for v7.11) and associated scripts, and temporarily modified the code in my .txt files to check execution path and to test various cases.

The minus number happens because the trigger that does "add_visitors_to_current_scene" operation and the trigger that increases "$g_arena_training_num_agents_spawned" are asynchronous. Both should have to be placed in the same block of the same trigger. (See image below)



(Edited to add a line below)
Note: Both of two other issues (the WARNING and the duplicate count) must be fixed before we invesgate this issue (miscount of remaining opponents). For that, as I wrote in the related topic above, we must remove the loop from (v9.3 mst_arena_melee_fight) trigger 33, add agent_set_slot ":L0" 7 0 before the last try_end in trigger 34, and remove val_add "$g_arena_training_num_agents_spawned" 1 before the last try_end in trigger 37. (Trigger number here is from 0. I don't know true name of the local variable ":L0" here.)

I haven't been able to fully investigate the biggest remaining issue: people who are unmotivated, such as "standing still and staring at each other" and "waiting in line".

I get the impression that "re-setting" team (in order to increase majority-team in the latter half?) by the trigger 34's code (of v9.3) that was not present in v7.11,  does not match the manner for the engine.

In addition,

- I checked troop ID and found that the arena master (as a scene prop?) appears in some try_for_agents loops. He is team 7. It looks like some of the code (e.g. array for the number of team member?) doesn't take into account the team 7, but I haven't looked into that further.

- This mission (of v9.3) has some exact same triggers and I don't see the necessity of doing so (though my understanding of mod system is insufficient): trg 3 = trg 7, trg 8 = trg 40 = trg 49, trg 9 = trg 41 = reg 50, trg 38 = trg 47, trg 39 = trg 48, trg 45 = trg 54, trg 46 = trg 55.

I found an old post (in 2011) on the TW Warband forum Modding Q&A that says something like "If the number of triggers in a mission template exceeds about 60, the engine becomes unstable and may cause condition blocks to be failed.". I don't know if the same can be said for the current mod system.

- Game version (and steam or downloaded):
AWoIaF v9.3 - v9.0, v8.2. Warband v1.174 downloaded
(This minus value doesn't happen in v7.11)
#4
Other Games / Minecraft installer file syste...
Last post by NakiaNicolas - April 18, 2024, 12:24:24 PM
Hi friends, Recently I am getting Minecraft installer file system error when I am trying to install Minecraft. I dont know why this happens. Can anyone please help to solve this?
#5
V9.0 / Follow-up: Bunch of warnings a...
Last post by tos1 - April 15, 2024, 07:02:09 PM
Related topic (v8.* but inherited to v9.3):
"Re: Unmotivated practice melee fighters in arenas" by me

Warning-lines displayed at the beginning of melee fight at arenas. They block the normal message for 20 - 30 seconds.
----
SCRIPT WARNING ON OPCODE 505: Invalid Agent ID: 0; LINE NO 6:
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
:
----

As I wrote in the self-reply to the thread above on 2023-12-12, it is too early to set all 40 agent slots before they spawn.

I experimentally removed the try-block and moved the "agent_set_slot" operation just before the "try_end" of the next trigger 34's exit, and there seems to be no problem. This prevents the warning from appearing and allows normal messages to be displayed without delay.

(Please note that this does not correct the "unmotivated fighters" I pointed out in the topic above.)

My hand-disassembly:
AWoIaF 9.3  mission_templates.txt  mst_arena_melee_fight

#---- trigger 33 (count from 0)
0.000000, 0.000000, ti_once,
[],
[
eq "$g_mt_mode" 1       # 31 2 144115188075856304 1
assign "$g_arena_training_max_opponents" 40     # 2133 2 144115188075856710 40
assign "$g_arena_training_num_agents_spawned" 0 # 2133 2 144115188075856708 0
assign "$g_arena_training_kills" 0      # 2133 2 144115188075856709 0
assign "$g_arena_training_won" 0        # 2133 2 144115188075856711 0
###################### Remove 3 lines below to fix the warning.
try_for_range ":L0" 0 "$g_arena_training_max_opponents" # 6 3 1224979098644774912 0 144115188075856710
  agent_set_slot ":L0" 7 0      # 505 3 1224979098644774912 7 0
try_end # 3 0
######################
call_script "script_music_set_situation_with_culture" 131072    # 1 2 936748722493063661 131072
],

#---- trigger 34 (count from 0)
ti_on_agent_spawn, 0.000000, 0.000000,
[
eq "$g_mt_mode" 1   # 31 2 144115188075856304 1
],
[
store_trigger_param_1 ":L0"   # 2071 1 1224979098644774912
agent_get_troop_id ":L1" ":L0"   # 1718 2 1224979098644774913 1224979098644774912
try_begin   # 4 0
  eq ":L1" "trp_player"[Player]   # 31 2 1224979098644774913 360287970189639680
  agent_set_team ":L0" 6   # 1771 2 1224979098644774912 6
else_try   # 5 0

:

  agent_set_team ":L0" ":L3"   # 1771 2 1224979098644774912 1224979098644774915
  val_add "$g_arena_training_num_agents_spawned" 1   # 2105 2 144115188075856708 1
  ###################### Add a line below. Probably here is the right place to initialize the slot.
  agent_set_slot ":L0" 7 0      # 505 3 1224979098644774912 7 0
  ######################
try_end   # 3 0
],
#6
V9.0 / Re: Melee (crowd) fight at are...
Last post by tos1 - April 15, 2024, 05:45:30 PM
Follow-up.
After doing hand-disassembly of v9.3, I've just found the cause.
In the mst_arena_melee_fight, "$g_arena_training_num_agents_spawned" is increased twice in total at trigger 34 and 37 (counted from 0) per spawning.

I don't know if it's okay to simply delete one or the other, but after I experimentally deleted the latter, the number of remaining fighters returned to normal (finishing at about 40).

(Among the other issues above, I have also made progress on the WARNING, so I will write a follow-up on another topic.)

- Game version (and steam or downloaded):
AWoIaF v9.3 - v9.0. Warband v1.174 downloaded
(v8.2 doesn't have the problem)
#7
Help & Support / WSE2 version 9 update installa...
Last post by jwlbigdog - April 09, 2024, 04:56:15 AM
I'm reposting this from the moddb forum. In summary, when the 9.0 update was released, I was not able to update WSE2. Eventually, I reinstalled after the 9.3 release. Now, although WSE2 correctly displays the version as 9.3, every tool tip says "STR NOT FOUND: ui_etc-etc". I'm not sure what is installed incorrectly at this point. I'm unable to attach a screenshot, as for some reason, the file size is too large.

Appreciate any assistance!
#8
V9.0 / Follow-up: A pet dog blocks to...
Last post by tos1 - April 03, 2024, 02:55:20 PM
Related topic:
A pet dog blocks to retreat from battle field

It is about an issue where we cannot use the Tab key to leave the battle field when the pet dog is nearby. I disassembled the code and have just found out the cause and the solution.

Current code (v9.3)
---- cf_check_enemies_nearby in script.txt
get_player_agent_no ":L0"   # 1700 1 1224979098644774912
agent_is_alive ":L0"   # 1702 1 1224979098644774912
agent_get_position 1 ":L0"   # 1710 2 1 1224979098644774912
assign ":L1" 0   # 2133 2 1224979098644774913 0
set_fixed_point_multiplier 100   # 2124 1 100
try_for_agents ":L2"   # 12 1 1224979098644774914
  neq ":L2" ":L0"   # 2147483679 2 1224979098644774914 1224979098644774912
  agent_is_alive ":L2"   # 1702 1 1224979098644774914
  agent_is_human ":L2"   # 1704 1 1224979098644774914
  agent_is_ally|neg ":L2"   # 2147485354 1 1224979098644774914
  this_or_next|neq "$wolf_companion" 1   # 3221225503 2 144115188075855957 1
  this_or_next|neq "$dog_companion" 1   # 3221225503 2 144115188075855959 1
  this_or_next|neq ":L2" "$player_wolf_agent_no"   # 3221225503 2 1224979098644774914 144115188075856612
  neq ":L2" "$player_dog_agent_no"   # 2147483679 2 1224979098644774914 144115188075856614
  agent_get_position 2 ":L2"   # 1710 2 2 1224979098644774914
  get_distance_between_positions ":L3" 1 2   # 710 3 1224979098644774915 1 2
  lt ":L3" 1000   # 2147483678 2 1224979098644774915 1000
  assign ":L1" 1   # 2133 2 1224979098644774913 1
try_end   # 3 0
eq ":L1" 0   # 31 2 1224979098644774913 0
----

Currently, the code block for dog/wolf is OR of 4 conditions, so when loop variable L2 is the pet dog agent and there is no wolf in the party, it badly proceed to the distance check.

A correct logic should be:
"if (A and B) or (C and D) then skip to next agent"
As you know, if we write this as code as is, we will need to add variables and registers for flags, so let's convert it to "not( AND of not(OR)s )" using De Morgan's law:
"if not ( (not A or not B) and (not C or not D) ) then skip to next agent"
In other words,
"if (not A or not B) and (not C or not D) then check distance"

I don't know if we can have the dog and wolf in the party at the same time, but that case also should cause no problem at the last logic above. That's because the loop variable ":L2" cannot represent two agents at the same time and "if (not TRUE or not TRUE) and (not TRUE or not TRUE)" never happen even if both animal is in the party.

In conclusion, it is necessary to add a try-block as shown below, and the judgement of "$player_wolf_agent_no" must be "neq" immediately after "$wolf_companion", and the 4 judgements and the distance checking must be in the newly added try-block.

A correct code.
---- cf_check_enemies_nearby in script.txt
get_player_agent_no ":L0"   # 1700 1 1224979098644774912
agent_is_alive ":L0"   # 1702 1 1224979098644774912
agent_get_position 1 ":L0"   # 1710 2 1 1224979098644774912
assign ":L1" 0   # 2133 2 1224979098644774913 0
set_fixed_point_multiplier 100   # 2124 1 100
try_for_agents ":L2"   # 12 1 1224979098644774914
  neq ":L2" ":L0"   # 2147483679 2 1224979098644774914 1224979098644774912
  agent_is_alive ":L2"   # 1702 1 1224979098644774914
  agent_is_human ":L2"   # 1704 1 1224979098644774914
  agent_is_ally|neg ":L2"   # 2147485354 1 1224979098644774914
  try_begin   # 4 0
    this_or_next|neq "$wolf_companion" 1   # 3221225503 2 144115188075855957 1
    neq ":L2" "$player_wolf_agent_no"   # 2147483679 2 1224979098644774914 144115188075856612
    this_or_next|neq "$dog_companion" 1   # 3221225503 2 144115188075855959 1
    neq ":L2" "$player_dog_agent_no"   # 2147483679 2 1224979098644774914 144115188075856614
    agent_get_position 2 ":L2"   # 1710 2 2 1224979098644774914
    get_distance_between_positions ":L3" 1 2   # 710 3 1224979098644774915 1 2
    lt ":L3" 1000   # 2147483678 2 1224979098644774915 1000
    assign ":L1" 1   # 2133 2 1224979098644774913 1
  try_end   # 3 0
try_end   # 3 0
eq ":L1" 0   # 31 2 1224979098644774913 0
----

After experimentally editing the relevant part of the txt file as shown above, I tried Tab key in cases below and found no problem:
"Only the dog is nearby", "Dog and ally soldier are nearby", "Only enemy soldiers are nearby", "Dog and enemy soldiers are nearby", "Only ally soldiers are nearby", "No one is nearby".

I haven't tried the case where both the dog and wolf are in the party at the same time.

- How to reproduce it/when/why it happens:
Play until you get the pet dog or pet wolf, start a battle, hit Tab key when the dog is near the player. Try that also for all conceivable cases.

- Game version (and steam or downloaded):
AWoIaF v9.3, Warband v1.174 downloaded
(Note: v8.* and v7.11 has the same logic in the script.)
#9
V9.0 / Fatal hole in Lorathi arena
Last post by tos1 - March 30, 2024, 08:14:49 PM
I don't know if it was intentional, but the small triangular hole along the wall opposite to the big door in the Lorathi arena is so deep that the player character can't get out if falls into it.



- How to reproduce it/when/why it happens:
Visit "Lorath", "Visit the training grounds", start melee (crowd) fight. Walk to the point farthest from the big door, search for the hole nearby (one of 2 holes), and dive into it.

- Game version (and steam or downloaded):
AWoIaF v9.3, v8.2. Warband v1.174 downloaded
#10
V9.0 / Sticky wooden deck in Storms E...
Last post by tos1 - March 30, 2024, 08:11:04 PM
When the player character (and also other agents?) comes into contact with the covered wooden deck (where the tournament master is standing) at the end near the castle, she/he gets stuck and cannot escape from it.

(We may have a chance to escape by taking a screenshot using Ctrl Insert.)



- How to reproduce it/when/why it happens:
Visit "Storms End", "Visit the training grounds", start melee (crowd) fight (or "Join the competitions" if a tournament is being held). Walk and contact with the wooden stage.

- Game version (and steam or downloaded):
AWoIaF v9.3, v8.2. Warband v1.174 downloaded