From 92c0d4ff829c6455d66f35e4b211289674488799 Mon Sep 17 00:00:00 2001 From: Zimmermann Gyula Date: Sat, 1 May 2021 00:14:44 +0200 Subject: [PATCH] Version 0.5.1. Fix all the failstart bugs. - Fix misplaced Version line in the tp2. - Delete unused entries so they don't skewer up the reaction RNG. - Fix case mismatch in the LUA. No additional content introduced. --- README.md | 7 +++++ zg_pst_voices/english/setup.tra | 38 +-------------------------- zg_pst_voices/zg_pst_voices.tp2 | 46 ++++----------------------------- 3 files changed, 13 insertions(+), 78 deletions(-) diff --git a/README.md b/README.md index be031f1..42caf99 100644 --- a/README.md +++ b/README.md @@ -8,6 +8,13 @@ This mod adds the Planescape Torment characters' voices into the Infinity Engine Initial build. Includes Fall-From-Grace, Annah-of-the-Shadows and Nodrom. +### 0.5.1. + +Fix all the failstart bugs. + - Fix misplaced Version line in the tp2. + - Delete unused entries so they don't skewer up the reaction RNG. + - Fix case mismatch in the LUA. + ## Acknowledgments Thanks for CamDawg for [his documentation on EE 2.6+ voicesets](https://github.com/Gibberlings3/EE_soundset_tool). Thanks for Smeagolheart for the [Awesome Soundsets documentation](https://forums.beamdog.com/discussion/38319/mods-awesome-soundsets-mods-master-thread-custom-soundsets-for-bgee-bg2ee-and-iwdee/p1), inspiring to create this mod. diff --git a/zg_pst_voices/english/setup.tra b/zg_pst_voices/english/setup.tra index 98e123d..7c69c08 100644 --- a/zg_pst_voices/english/setup.tra +++ b/zg_pst_voices/english/setup.tra @@ -13,10 +13,6 @@ @109 = ~Your verbal sparring is quite potent. Perhaps I should assess the extent of your skill.~ [zgffgy] /// cd_action_rare2 #y @110 = ~What can change the nature of a man?~ [zgffga_] /// cd_action_rare3 #a_ @111 = ~Time is not your enemy. Forever is.~ [zgffgb_] /// cd_action_rare4 #b_ -@112 = ~~ [] /// cd_attack1 #c_ -@113 = ~~ [] /// cd_attack2 #d_ -@114 = ~~ [] /// cd_attack3 #e_ -@115 = ~~ [] /// cd_attack4 #f_ @116 = ~I cannot allow your evil to continue.~ [zgffga] /// cd_battlecry1 #a @117 = ~We must set things right.~ [zgffg8] /// cd_battlecry2 #8 @118 = ~You have done enough harm.~ [zgffg9] /// cd_battlecry3 #9 @@ -42,19 +38,14 @@ @138 = ~My spell was disrupted!~ [zgffg6] /// cd_disrupted #6 @139 = ~It is difficult to separate shadow from the darkness here.~ [zgffgp] /// cd_dungeon #p @140 = ~Forgive me...~ [zgffgm] /// cd_dying #m -@141 = ~~ [] /// cd_dying2 #p_ @142 = ~The air is quite... bracing here.~ [zgffgn] /// cd_forest #n @143 = ~And again death attempts to claim you.~ [zgffgw] /// cd_gen_death #w -@144 = ~~ [] /// cd_gen_death2 #q_ @145 = ~I am most pleased by our progress.~ [zgffgr_] /// cd_happy #r_ @146 = ~I fear I've been wounded.~ [zgffge] /// cd_hurt #e -@147 = ~~ [] /// cd_hurt2 #s_ @148 = ~I cannot wound it.~ [zgffg2] /// cd_immune #2 @149 = ~I didn't have room for it so I was forced to drop it.~ [zgffg3] /// cd_inventory #3 @150 = ~As long as I am permitted, I suppose.~ [zgffgb] /// cd_leader #b -@151 = ~~ [] /// cd_leader2 #t_ @152 = ~There is nothing I can do.~ [zgffgu_] /// cd_morale_break #u_ -@153 = ~~ [] /// cd_morale_break2 #v_ @154 = ~Your luck seems to blanket us all.~ [zgffgr] /// cd_night #r @155 = ~Oh.~ [zgffg4] /// cd_pickpocket #4 @156 = ~Are you alright?~ [zgffgw_] /// cd_select_rare1 #w_ @@ -67,7 +58,7 @@ @163 = ~Hmph. Simple minds, simple pleasures.~ [zgffg3_] /// cd_select_rare8 #3_ @164 = ~Shadows.~ [zgffg5] /// cd_shadows #5 @165 = ~I feel fatigued. I should rest soon.~ [zgffgc] /// cd_tired #c -@166 = ~~ [] /// cd_tired2 #4_ +@166 = "-1" /// cd_tired2 #4_ @167 = ~Very well then.~ [zgffg7] /// cd_trap #7 @168 = ~I do not approve of your methods.~ [zgffg5_] /// cd_unhappy_1 #5_ @169 = ~Your actions have harmed many. Take care they do not harm anyone else from here on.~ [zgffg6_] /// cd_unhappy_2 #6_ @@ -85,10 +76,6 @@ @209 = ~The sooner we're gone from here, the better.~ [zganay] /// cd_action_rare2 #y @210 = ~Right. Get the work done, get out o' here.~ [zganaa_] /// cd_action_rare3 #a_ @211 = ~Never trust a tanar'ri, that's what I always say.~ [zganab_] /// cd_action_rare4 #b_ -@212 = ~~ [] /// cd_attack1 #c_ -@213 = ~~ [] /// cd_attack2 #d_ -@214 = ~~ [] /// cd_attack3 #e_ -@215 = ~~ [] /// cd_attack4 #f_ @216 = ~Time to kick some back.~ [zganaa] /// cd_battlecry1 #a @217 = ~Ach! Never have I seen somethin' so ugly, I've not.~ [zgana8] /// cd_battlecry2 #8 @218 = ~Ooh... from bad to worse we go!~ [zgana9] /// cd_battlecry3 #9 @@ -109,7 +96,6 @@ @233 = ~Dammit.~ [zgana1] /// cd_criticalmiss #1 (number) @234 = ~Unh.~ [zganal] /// cd_damage #l (letter) @235 = ~Ow!~ [zganan_] /// cd_damage2 #n_ -@236 = ~~ [] /// cd_damage3 #o_ @237 = ~Oh, adventure... glory... aye, this is the life.~ [zganaq] /// cd_day #q @238 = ~Ach, messed up.~ [zgana6] /// cd_disrupted #6 @239 = ~We shouldn't be here... the Lady'll put us in the dead book for sure!~ [zganap] /// cd_dungeon #p @@ -139,10 +125,8 @@ @263 = ~I'd stop now, if I were you.~ [zgana3_] /// cd_select_rare8 #3_ @264 = ~Like a shadow, I am.~ [zgana5] /// cd_shadows #5 @265 = ~Right, we need to set up Kip now.~ [zganac] /// cd_tired #c -@266 = ~~ [] /// cd_tired2 #4_ @267 = ~Got it.~ [zgana7] /// cd_trap #7 @268 = ~I don't know why I keep company with the likes o' you.~ [zgana5_] /// cd_unhappy_1 #5_ -@269 = ~~ [] /// cd_unhappy_2 #6_ @300 = ~PST: Nordom~ @@ -157,19 +141,12 @@ @309 = ~I will consider this.~ [zgnory] /// cd_action_rare2 #y @310 = ~Silence seems to be a most efficient use of language.~ [zgnora_] /// cd_action_rare3 #a_ @311 = ~Once I was 'one'. Now I am 'one', but it is a smaller, louder 'one'.~ [zgnorb_] /// cd_action_rare4 #b_ -@312 = ~~ [] /// cd_attack1 #c_ -@313 = ~~ [] /// cd_attack2 #d_ -@314 = ~~ [] /// cd_attack3 #e_ -@315 = ~~ [] /// cd_attack4 #f_ @316 = ~Nordom will stop you.~ [zgnora] /// cd_battlecry1 #a @317 = ~Nordom will attempt to stop you.~ [zgnor8] /// cd_battlecry2 #8 @318 = ~Shadows in vicinity have achieved mass and threatening trajectory.~ [zgnor9] /// cd_battlecry3 #9 -@319 = ~~ [] /// cd_battlecry4 #g_ -@320 = ~~ [] /// cd_battlecry5 #h_ @321 = ~Nordom and crossbows wish to go in search of trouble.~ [zgnord] /// cd_bored #d @322 = ~I will guard this three foot square spot while you are gone.~ [zgnori_] /// cd_bored2 #i_ @323 = ~Goodbye.~ [zgnorj_] /// cd_breaking_pt #j_ -@324 = ~~ [] /// cd_city #o @325 = ~Nordom addressed.~ [zgnorf] /// cd_common1 #f @326 = ~Packet dropped. Reiterate request.~ [zgnorg] /// cd_common2 #g @327 = ~I, Nordom.~ [zgnorh] /// cd_common3 #h @@ -181,37 +158,24 @@ @333 = ~Error! Error!~ [zgnor1] /// cd_criticalmiss #1 (number) @334 = ~Warning: Armour breached.~ [zgnorl] /// cd_damage #l (letter) @335 = ~Nordom damaged.~ [zgnorn_] /// cd_damage2 #n_ -@336 = ~~ [] /// cd_damage3 #o_ @337 = ~It would be more practical for you to assume the form of a modron. It is 13.27% more efficient. Give or take +5.2%~ [zgnorq] /// cd_day #q @338 = ~Failed.~ [zgnor6] /// cd_disrupted #6 -@339 = ~~ [] /// cd_dungeon #p @340 = ~Sense of closure imminent.~ [zgnorm] /// cd_dying #m -@341 = ~~ [] /// cd_dying2 #p_ -@342 = ~~ [] /// cd_forest #n @343 = ~Hierarchy disrupted.~ [zgnorw] /// cd_gen_death #w @344 = ~Leader terminated.~ [zgnorq_] /// cd_gen_death2 #q_ @345 = ~Nordom is happy.~ [zgnorr_] /// cd_happy #r_ -@346 = ~~ [] /// cd_hurt #e -@347 = ~~ [] /// cd_hurt2 #s_ @348 = ~Cannot harm target.~ [zgnor2] /// cd_immune #2 @349 = ~I had no room for that object so I was forced to eject it.~ [zgnor3] /// cd_inventory #3 @350 = ~Affirmatory! Admission granted, permissions exchanged.~ [zgnorb] /// cd_leader #b -@351 = ~~ [] /// cd_leader2 #t_ @352 = ~Prospect of success slight.~ [zgnoru_] /// cd_morale_break #u_ -@353 = ~~ [] /// cd_morale_break2 #v_ @354 = ~Fate does not seem to possess the complexities that many believe.~ [zgnorr] /// cd_night #r @355 = ~Result: Success.~ [zgnor4] /// cd_pickpocket #4 @356 = ~I've got rickets.~ [zgnorw_] /// cd_select_rare1 #w_ @357 = ~I sleep in a drawer.~ [zgnorx_] /// cd_select_rare2 #x_ @358 = ~I am cube decube.~ [zgnory_] /// cd_select_rare3 #y_ @359 = ~I'm a little modron short and stout.~ [zgnorz_] /// cd_select_rare4 #z_ -@360 = ~~ [] /// cd_select_rare5 #0_ -@361 = ~~ [] /// cd_select_rare6 #1_ -@362 = ~~ [] /// cd_select_rare7 #2_ -@363 = ~~ [] /// cd_select_rare8 #3_ @364 = ~Status: hidden.~ [zgnor5] /// cd_shadows #5 @365 = ~Nordom collapse imminent.~ [zgnorc] /// cd_tired #c -@366 = ~~ [] /// cd_tired2 #4_ @367 = ~Affirmatory.~ [zgnor7] /// cd_trap #7 @368 = ~Nordom is serious.~ [zgnor5_] /// cd_unhappy_1 #5_ @369 = ~Nordom is annoyed.~ [zgnor6_] /// cd_unhappy_2 #6_ diff --git a/zg_pst_voices/zg_pst_voices.tp2 b/zg_pst_voices/zg_pst_voices.tp2 index db0f2f2..8d18485 100644 --- a/zg_pst_voices/zg_pst_voices.tp2 +++ b/zg_pst_voices/zg_pst_voices.tp2 @@ -1,10 +1,10 @@ BACKUP ~zg_pst_voices/backup~ // location to store files for uninstall purposes AUTHOR ~graiondilach@hotmail.com~ +VERSION ~0.5.1~ -LANGUAGE ~English~ ~english~ ~%MOD_FOLDER%/english/setup.tra~ +LANGUAGE ~English~ ~english~ ~%MOD_FOLDER%/english/setup.tra~ -VERSION ~0.5~ /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\ /////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\ ///// \\\\\ @@ -52,10 +52,6 @@ LAF cd_add_soundset cd_action_rare2 = RESOLVE_STR_REF(@109) // y cd_action_rare3 = RESOLVE_STR_REF(@110) // a_ cd_action_rare4 = RESOLVE_STR_REF(@111) // b_ - cd_attack1 = RESOLVE_STR_REF(@112) // c_ - cd_attack2 = RESOLVE_STR_REF(@113) // d_ - cd_attack3 = RESOLVE_STR_REF(@114) // e_ - cd_attack4 = RESOLVE_STR_REF(@115) // f_ cd_battlecry1 = RESOLVE_STR_REF(@116) // a cd_battlecry2 = RESOLVE_STR_REF(@117) // 8 cd_battlecry3 = RESOLVE_STR_REF(@118) // 9 @@ -81,19 +77,14 @@ LAF cd_add_soundset cd_disrupted = RESOLVE_STR_REF(@138) // 6 cd_dungeon = RESOLVE_STR_REF(@139) // p cd_dying1 = RESOLVE_STR_REF(@140) // m - cd_dying2 = RESOLVE_STR_REF(@141) // p_ cd_forest = RESOLVE_STR_REF(@142) // n cd_gen_death1 = RESOLVE_STR_REF(@143) // w - cd_gen_death2 = RESOLVE_STR_REF(@144) // q_ cd_happy = RESOLVE_STR_REF(@145) // r_ cd_hurt1 = RESOLVE_STR_REF(@146) // e - cd_hurt2 = RESOLVE_STR_REF(@147) // s_ cd_immune = RESOLVE_STR_REF(@148) // 2 cd_inventory = RESOLVE_STR_REF(@149) // 3 cd_leader1 = RESOLVE_STR_REF(@150) // b - cd_leader2 = RESOLVE_STR_REF(@151) // t_ cd_morale_break1 = RESOLVE_STR_REF(@152) // u_ - cd_morale_break2 = RESOLVE_STR_REF(@153) // v_ cd_night = RESOLVE_STR_REF(@154) // r cd_pickpocket = RESOLVE_STR_REF(@155) // 4 cd_select_rare1 = RESOLVE_STR_REF(@156) // w_ @@ -115,7 +106,7 @@ END ////Graion additions: LAF zg_add_name_to_soundset INT_VAR zg_prettyname = RESOLVE_STR_REF(@100) - STR_VAR zg_filename = "zgffg" + STR_VAR zg_filename = "ZGFFG" END //======================== @@ -135,10 +126,6 @@ LAF cd_add_soundset cd_action_rare2 = RESOLVE_STR_REF(@209) // y cd_action_rare3 = RESOLVE_STR_REF(@210) // a_ cd_action_rare4 = RESOLVE_STR_REF(@211) // b_ - cd_attack1 = RESOLVE_STR_REF(@212) // c_ - cd_attack2 = RESOLVE_STR_REF(@213) // d_ - cd_attack3 = RESOLVE_STR_REF(@214) // e_ - cd_attack4 = RESOLVE_STR_REF(@215) // f_ cd_battlecry1 = RESOLVE_STR_REF(@216) // a cd_battlecry2 = RESOLVE_STR_REF(@217) // 8 cd_battlecry3 = RESOLVE_STR_REF(@218) // 9 @@ -159,7 +146,6 @@ LAF cd_add_soundset cd_criticalmiss = RESOLVE_STR_REF(@233) // 1 (number) cd_damage1 = RESOLVE_STR_REF(@234) // l (letter) cd_damage2 = RESOLVE_STR_REF(@235) // n_ - cd_damage3 = RESOLVE_STR_REF(@236) // o_ cd_day = RESOLVE_STR_REF(@237) // q cd_disrupted = RESOLVE_STR_REF(@238) // 6 cd_dungeon = RESOLVE_STR_REF(@239) // p @@ -189,16 +175,14 @@ LAF cd_add_soundset cd_select_rare8 = RESOLVE_STR_REF(@263) // 3_ cd_shadows = RESOLVE_STR_REF(@264) // 5 cd_tired1 = RESOLVE_STR_REF(@265) // c - cd_tired2 = RESOLVE_STR_REF(@266) // 4_ cd_trap = RESOLVE_STR_REF(@267) // 7 cd_unhappy_1 = RESOLVE_STR_REF(@268) // 5_ - cd_unhappy_2 = RESOLVE_STR_REF(@269) // 6_ STR_VAR cd_name = "ZGANA" END ////Graion additions: LAF zg_add_name_to_soundset INT_VAR zg_prettyname = RESOLVE_STR_REF(@200) - STR_VAR zg_filename = "zgana" + STR_VAR zg_filename = "ZGANA" END //========== @@ -218,19 +202,12 @@ LAF cd_add_soundset cd_action_rare2 = RESOLVE_STR_REF(@309) // y cd_action_rare3 = RESOLVE_STR_REF(@310) // a_ cd_action_rare4 = RESOLVE_STR_REF(@311) // b_ - cd_attack1 = RESOLVE_STR_REF(@312) // c_ - cd_attack2 = RESOLVE_STR_REF(@313) // d_ - cd_attack3 = RESOLVE_STR_REF(@314) // e_ - cd_attack4 = RESOLVE_STR_REF(@315) // f_ cd_battlecry1 = RESOLVE_STR_REF(@316) // a cd_battlecry2 = RESOLVE_STR_REF(@317) // 8 cd_battlecry3 = RESOLVE_STR_REF(@318) // 9 - cd_battlecry4 = RESOLVE_STR_REF(@319) // g_ - cd_battlecry5 = RESOLVE_STR_REF(@320) // h_ cd_bored1 = RESOLVE_STR_REF(@321) // d cd_bored2 = RESOLVE_STR_REF(@322) // i_ cd_breaking_pt = RESOLVE_STR_REF(@323) // j_ - cd_city = RESOLVE_STR_REF(@324) // o cd_common1 = RESOLVE_STR_REF(@325) // f cd_common2 = RESOLVE_STR_REF(@326) // g cd_common3 = RESOLVE_STR_REF(@327) // h @@ -242,37 +219,24 @@ LAF cd_add_soundset cd_criticalmiss = RESOLVE_STR_REF(@333) // 1 (number) cd_damage1 = RESOLVE_STR_REF(@334) // l (letter) cd_damage2 = RESOLVE_STR_REF(@335) // n_ - cd_damage3 = RESOLVE_STR_REF(@336) // o_ cd_day = RESOLVE_STR_REF(@337) // q cd_disrupted = RESOLVE_STR_REF(@338) // 6 - cd_dungeon = RESOLVE_STR_REF(@339) // p cd_dying1 = RESOLVE_STR_REF(@340) // m - cd_dying2 = RESOLVE_STR_REF(@341) // p_ - cd_forest = RESOLVE_STR_REF(@342) // n cd_gen_death1 = RESOLVE_STR_REF(@343) // w cd_gen_death2 = RESOLVE_STR_REF(@344) // q_ cd_happy = RESOLVE_STR_REF(@345) // r_ - cd_hurt1 = RESOLVE_STR_REF(@346) // e - cd_hurt2 = RESOLVE_STR_REF(@347) // s_ cd_immune = RESOLVE_STR_REF(@348) // 2 cd_inventory = RESOLVE_STR_REF(@349) // 3 cd_leader1 = RESOLVE_STR_REF(@350) // b - cd_leader2 = RESOLVE_STR_REF(@351) // t_ cd_morale_break1 = RESOLVE_STR_REF(@352) // u_ - cd_morale_break2 = RESOLVE_STR_REF(@353) // v_ cd_night = RESOLVE_STR_REF(@354) // r cd_pickpocket = RESOLVE_STR_REF(@355) // 4 cd_select_rare1 = RESOLVE_STR_REF(@356) // w_ cd_select_rare2 = RESOLVE_STR_REF(@357) // x_ cd_select_rare3 = RESOLVE_STR_REF(@358) // y_ cd_select_rare4 = RESOLVE_STR_REF(@359) // z_ - cd_select_rare5 = RESOLVE_STR_REF(@360) // 0_ - cd_select_rare6 = RESOLVE_STR_REF(@361) // 1_ - cd_select_rare7 = RESOLVE_STR_REF(@362) // 2_ - cd_select_rare8 = RESOLVE_STR_REF(@363) // 3_ cd_shadows = RESOLVE_STR_REF(@364) // 5 cd_tired1 = RESOLVE_STR_REF(@365) // c - cd_tired2 = RESOLVE_STR_REF(@366) // 4_ cd_trap = RESOLVE_STR_REF(@367) // 7 cd_unhappy_1 = RESOLVE_STR_REF(@368) // 5_ cd_unhappy_2 = RESOLVE_STR_REF(@369) // 6_ @@ -281,5 +245,5 @@ END ////Graion additions: LAF zg_add_name_to_soundset INT_VAR zg_prettyname = RESOLVE_STR_REF(@300) - STR_VAR zg_filename = "zgnor" + STR_VAR zg_filename = "ZGNOR" END