but that is not our goal, we want a fully functional prog (I guess I give up trying to make a serious discussion here, shaking head)...
For all script kiddies:
- play 'til the bison-puzzle, the one after talking and eating with the man at the fire (big fresquo with bull on the rock)
- in front of the puzzle, do NOT click on the fresquo, but make a savegame
- leave program
- goto to <gamedir>\datas\cd1
- open file "cmn_cmn.bf" (the one with 26mb) in hex-editor
- when you have the CD1, there is no need to make file-backup, otherwise
make one
- search for the string: >>WARP_1 script file for level "PRJ\riviere.lvl"<<
(the complete string between >>..<<)
- you'll find the following:
...
---------------------------------------------------------------------------------------------
-- WARP_1 script file for level "PRJ\riviere.lvl", decor "Riviere", stage "Warp_1"
-- Generated by Level Editor on 07/09/2004 09:06:41
---------------------------------------------------------------------------------------------
WARP_1=
{ --Init function
---------------------------------------------------------------------------------------------
Initialize = function()
InitRiviere( WARP_1.this )
WARP_1.evt = 0
if ( eMastermind==1 )
then
SetNotifyZone("ZoneBisons", 0)
if ( bAbriDecouvertB==0 )
then
SetNotifyZone("ZoneSignes", 1)
else
SetNotifyZone("ZoneSignes", 0)
end
else
SetNotifyZone("ZoneBisons", 1)
SetNotifyZone("ZoneSignes", 0)
end
WARP_1.InterfaceMusicaleOff()
eMastermindHit = {}
eMastermindHit[1] = 0
eMastermindHit[2] = 0
eMastermindHit[3] = 0
eMastermindHit[4] = 0
eMastermindState = 0
WARP_1.MastermindReset()
if ( ePierreMusicale5==1 )
then
-- Basedoc
EnableNewCards( {56}, 56, 1 )
--
end
end,
--UnInit function
---------------------------------------------------------------------------------------------
UnInitialize = function ()
...
- change the following (just overwrite the bytes, do not shift or hazzle any bytes):
1.)
WARP_1.evt = 0
to
WARP_1.evt = 6
2.)
eMastermindHit = {}
eMastermindHit[1] = 0
eMastermindHit[2] = 0
eMastermindHit[3] = 0
eMastermindHit[4] = 0
eMastermindState = 0
to
eMastermind = 1 --}
eMastermindHit[1] = 5
eMastermindHit[2] = 3
eMastermindHit[3] = 6
eMastermindHit[4] = 2
eMastermindState = 4
3.)
WARP_1.MastermindReset()
to
ePierreMusicale5 = 1 --)
- save this, exit hex-ed.
- start game
- load savegame with bison puzzle
- look at fresquo, click on it (arok speaks...)
- go left
- look at the 2nd fresquo (arok speaks again)
- yippeeyeah, the entrance to the dwelling is open
- directly besides the river
- make new savegame
- leave game
- change "cmn_cmn.bf" with original one from cd or backup
- start again
- load last savegame and play on...
thats it!
dont ask for further script-patches, I hate this s.h.i.t.