[16:22:46] Dominus: Marzo: what does Exult Studio's mode "Select chunks" do exactly?
[16:25:39] Dominus: and I guess "Fix old shape info" updates the info file to the new format or so?
[16:25:58] Marzo: I don know what select chunks does
[16:26:21] Marzo: Fix old shape info is needed for mods created with old versions of Exult/ES
[16:26:33] Dominus: thanks
[16:26:36] Marzo: They discarded some information when saving the data files
[16:26:50] Marzo: And this menu option adds this discarded info back in
[16:26:59] Dominus: now on to find out what select chunks does :)
[16:27:07] Dominus: thanks for the details, this helps
[16:29:33] Marzo: Ah. You can select chunks and move them around with ctrl+arrow keys
[16:30:11] Dominus: ok, that's kind of crazy :)
[16:30:20] Dominus: but useful
[16:30:25] Marzo: They will leave generic chunks where the original chunks were, and is probably better used for moving parts of a map because you misjudged the position it needed to be in
[16:33:39] Dominus: thanks for looking it up
[20:46:09] Dominus: Marzo, the alignements of NPCs and Monster eggs has changed from way back. there is now neutral, good, evil and chaotic. Neutral just ignores the avatar, good (like the paladin eggs will help the avatar (?), evil will attack but what is chaotic?
[20:47:22] Marzo: Good indeed helps the avatar (or attacks the avatar, if he/she is caught stealing or killing good NPCs)
[20:47:43] Marzo: Good also fights evil, independently of the avatar
[20:47:58] Marzo: Chaotic fights against anyone
[21:07:45] Dominus: thanks
[22:22:04] Dominus: sorry Marzo, another one, that apparantly I have no idea about. Ident number in the NPC editor. Some time ago, I entered "I (Dominus) have no idea what this means." in the studio docs :)
[22:23:01] Marzo: This is a number used in usecode in SI/SS to differentiate between different NPC possibilities
[22:24:00] Dominus: can you think of an example?
[22:24:20] Marzo: It can be used to decide which set of conversation options some party members have, as well as making some ¨monster¨ NPCs have a more persistent identity despite not having a set NPC number
[22:25:13] Dominus: ah, right. Probably the Nightmare Smith horse has that
[22:26:41] Dominus: would that be the "function nuber or name" you can set in the monster egg editor?
[22:31:04] Marzo: No; that is just a usecode function you can set
[22:31:28] Marzo: The identity is a number that can be queried or modified in usecode
[22:32:50] Dominus: ok, so the ident setting can't be set on an egg spawned monster? Or is that a bug on out part?
[22:33:14] Marzo: It cannot be set by an egg, no
[22:33:32] Marzo: It can only be set in usecode, or on npc.dat
[22:34:16] Dominus: phew, got it, thanks again :)
[22:34:26] Dominus: lots to go over in that documentation...
[22:50:34] Dominus: bah, lot's of NPC flags I have no clue about. In motion, Might, In action, Zombie. And Female? it seems all of BG NPCs that are not possible party members have that femal flag
[23:38:41] Marzo: The female flag was retrofitted by us to BG; it was originally SI-only
[23:39:07] Marzo: Same for zombie flag; it is used to make some NPCs unresponsive in SI, such as Cantra (IIRC)
[23:39:45] Marzo: Might is set by the might spell, and ´in action´ was a flag used by the original games which we do not emulate
[23:41:09] Dominus: so in theory if we were to write some usecode to identify a female NPC we might get into trouble in BG with every NPC being female :)