Well-Actually War Trall Ishad Nha Posted November 16, 2008 Share Posted November 16, 2008 It seems that the te can look at call may be hard coded into the game itself, hence it does nothing in a custom data script. This was discussed in the forum below: http://www.ironycentral.com/forum/ubbthreads.php?ubb=showflat&Number=55496&page=all What I can do is draw up a 64x64 town with all 512 terrain types occuring in their proper order. (It will need to be in a scenario with 512 types of terrain.) Then use a custom data script that does not mention the relevant call. This script would have entries for all terrain types. Said scenario should provide some hard answers on this one. When it is played it will enable the party to wander around town and see which terrain is searchable. Edit: I have it all set up thanks to some quick use of spreadsheets. Now I will need to put in some signs for each of the columns. I have the terrain placed in columns of 25 types each, which means 21 lines. Now there are only 15 signs allowed in any town so I will have to use terrain scripts and specobj.txt. From what I can see: some terrain types can be searched even though the relevant call has been removed from the scenario data script. I will have to clean up the script and remove repetitions. Edit: From what I can see, te_special_property = 39; and te_special_property = 40; will cause the given terrain to be a sign or a container and hence the terrain can be then looked at. I removed both of these calls from the data script and no terrain could be looked at. This seems not to be consistent with previous results found by others but... Edit: What I could not explain in Amnesia went away when I made some temporary alterations to corescendata2.txt. Quote Link to comment Share on other sites More sharing options...
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