#9144 closed patch
V0: MM Verb + Anim Fix
Reported by: | SF/segra | Owned by: | Kirben |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Maniac Mansion |
Description
seeing as this was related to my last patch, ive deleted it and included it with this patch
*V0 has a hard coded table containing flags for each of the 25 actors, this table holds information about what happens when the actor speaks /walks when your wearing the radiation suit for instance, you cant talk.. if the normal speak flag is enabled during this time, the character appears to hold the meteor (which is fine once you pick up the meteor, which forces the talk flag to on)
*Fixes the Oompf script problem where green tentacle could be easily bypassed, and how the script executes the moment you enter the room (this is because the original interpreter sets the actors X/Y to the previous X/Y before it starts the rooms scripts, after the script is running the actors proper x/y is set)
*There is a small patch to the animation system (some lines removed from costume.cpp) from Tobias Gunkel, it was easier to include in this patch as its directly related.
*Comments to the verb code
*improvements to the verb code
*stop changing to a new kid during certain times (when caught, etc)
Ticket imported from: #2970176. Ticket imported from: patches/1249.
Attachments (1)
Change History (9)
comment:1 by , 15 years ago
comment:2 by , 15 years ago
added another fix for what-is script execution, when performing a "what-is" on the man eating plant, the actor says "it bit me!"
comment:3 by , 15 years ago
For MSVC "const char v0ActorTalkArray[0x19]" should be "const byte v0ActorTalkArray[0x19]" as the type should be unsigned. Otherwise MSVC will abort compilation with some error messages.
comment:4 by , 15 years ago
thanks tobigun, ive applied that change aswell as the use fix mentioned in my email
when attempting to use an object, which needs to be picked up, there was no check ensuring the object made it into the inventory, which was leading to a null ptr being
comment:5 by , 15 years ago
added a couple more verb fixes, including the use of the walk-to scripts (which execute for certain objects, like the stairs before green tentacle), and the occasional use of script action 0x0F (which is the what-is verb, but never executed from what-is)
this action is only executed when a verb has been performed on an object, and no script for that object verb is available, 0x0F will be used, if it exists
by , 15 years ago
Attachment: | v0_mm_verb_anim2.patch added |
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comment:6 by , 15 years ago
Owner: | set to |
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Status: | new → closed |
comment:8 by , 6 years ago
Component: | → Engine: SCUMM |
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Game: | → Maniac Mansion |
let me rephrase that Oompf part,
when you enter the room with green tentacle, script 158 runs, checking the actor x/y , which was set to 0 near the start of 'o_loadRoomWithEgo', the original interpreter however sets it to the actors previous room x/y on the new room init (while this is probably a bug, the x/y are always greater than the tentacles, meaning the script wont execute the Oompf)