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Ishad Nha

Easter Egg

14 posts in this topic

Celts, and only Celts, get their own Easter Egg in N:R and apparently the original Nethergate too.

I don't know what happens when you get the egg.

 

 

 

---------- Find in Files ----------

> Searching for the string '130,20'...

 

\Shared Data\o03Great West.txt(235,8): if (gf(130,20) == 0) {

\Shared Data\o03Great West.txt(236,11): set_flag(130,20,1);

location 21,10

 

\Shared Data\o44Near Shado.txt(270,14): if (get_flag(130,20) == 1)

\Shared Data\o44Near Shado.txt(274,10): set_flag(130,20,2);

location 21,17

 

\Shared Data\o00NorthWest .txt(263,14): if (get_flag(130,20) == 2)

\Shared Data\o00NorthWest .txt(267,10): set_flag(130,20,3);

location 7,9

 

> 6 occurrence(s) have been found.

 

 

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Yeah. If you'd taken a couple of minutes to search this forum for 'Easter Eggs', you'd have found loads of posts about this.

 

In this thread, for example, you can find what the message is for the first location, and general information about what the Easter Egg is. Going a little further down the page of search results gives us this post, in which Jeff is quoted as saying exactly what the Easter Egg is.

 

Of course, those posts only discuss N:O, but since Jeff is quoted as saying the Easter Egg would remain if he ever reworked the game. I imagine what you have 'found' is just this. And, if that's the case, Romans can certainly find this egg too.

 

(of course, if you have found something new, that's awesome. but actually going to the spots you've discovered in the scripts, and finding out what is there would be much better than just a snippet of some text log. just sayin')

Triumph likes this

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What a ripoff! That is all it does?!

It runs Hardcode59, which could do anything for all we know...

N:R scripts frequently have "run_hardcode(#);"

You can stick the hardcode in a placed special and try to see what it does, but if nothing seems to happen, I know of no way to decrypt the hardcode any further.

(Hardcodes are a legacy of ON, they are node type 27 in that game.)

Edited by Ishad Nha

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Sorry, when I said 'going to the locations', I meant in-game. Seems that's the only way you'll actually know what is there.

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I went there, all three locations, the message happened:

"It's alive!!!! (Step here again to revive the egg.)".

Then nothing happened that I could see. Stepping there again had no effect.

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This is described in other places (including Nikki's links!!) as changing the chapter titles on the chapter title screen, and maybe also the quotes that appear.

 

What you need to do is get the It's alive message, THEN do something to trigger a new chapter.

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Seems to do nothing even then. It may just be legacy code from the original Nethergate.

N:R is basically a port of the Original Nethergate to the N:R world. (All the special nodes are ported to N:R scripts, just like BoE nodes are ported.)

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In this test, did you step on all three locations or just insert the hardcode line and run it? It's possible that this also depends on SDF checks.

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I stepped on the locations, I did it by the book. Correct messages, as given in the relevant outdoor scripts, were displayed at each of the three steps.

In each script the coding is fairly simple, the first state is the placed special in the outdoor zone:

 

 

o03Great West.txt

beginstate 31;

if (roman_or_celt() == 0)

end();

set_state_continue(32);

break;

 

beginstate 32;

if (gf(130,20) == 0) {

set_flag(130,20,1);

print_str("It begins.");

}

break;

 

 

o44Near Shado.txt:

beginstate 52;

if (roman_or_celt() == 0)

end();

set_state_continue(53);

break;

 

beginstate 53;

if (get_flag(130,20) == 1)

set_state_continue(54);

break;

 

beginstate 54;

set_flag(130,20,2);

set_state_continue(55);

break;

 

beginstate 55;

print_str("It continues.");

break;

 

o00NorthWest .txt:

beginstate 49;

if (roman_or_celt() == 0)

end();

set_state_continue(50);

break;

 

beginstate 50;

if (get_flag(130,20) == 2)

set_state_continue(51);

break;

 

beginstate 51;

set_flag(130,20,3);

print_str("It's alive!!!!");

print_str("(Step here again to revive the egg.)");

run_hardcode(59);

break;

 

 

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Can anyone help me find the first location? There is an earlier post which describes where to find the three trigger points, but even with that information I have not been able to find them.

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Thank you. That was most helpful.

 

Unfortunately, when I step on the indicated space, nothing happens - no message, no indication if any sort - which pretty much explains why I couldn't find it on my own.

 

If anyone cares, I am playing version 1.0.3 on a Mac. My current party is Roman; I have already finished the Celt game. I will contact Spiderweb to see if he knows what's up.

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It is a Celt-only Easter egg. If you are Roman, stepping on the right squares does nothing.

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