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#22
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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.
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