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#99561 Romance Specific coding questions

Posted by Kismet on 03 March 2004 - 10:30 AM in IE Help

The timers get set (and checked) in the NPC's script generally. You could set them in the dialog file, but it's probably neater to set them in the script. The only delay I can see in Anomen's romance timer is if the timer expires and you've just finished resting (maybe to give the rest movie a chance to finish). Is that what you mean by delay?



#98623 Interjections

Posted by Kismet on 02 March 2004 - 04:19 AM in IE Help

What you're looking for is the .dlg file attached to the appropriate .cre. Quite often they're the same or similar to the creature's name, but not always. For example, Hendak's dialog file is HENDAK but Valen's is BOANASTE. Near Infinity is good for searching for the dialog file name when all you know is the creature's name.



#93803 Romance Specific coding questions

Posted by Kismet on 20 February 2004 - 03:13 PM in IE Help

Ahh, more annotation would help.

I assme that in:
SetGlobal("CheckGabberMatch","GLOBAL",1)
SetGlobal("GabberMatch","GLOBAL",1)

That "Gabber" is the name of the NPC?

Global variables can be any unique string up to, I believe, 32 characters. It is good practice, however, to have the variable reflect what you're tracking so that anybody looking at your code (yourself included) will have some idea of what you're trying to do.



#93801 Romance Specific coding questions

Posted by Kismet on 20 February 2004 - 03:08 PM in IE Help

What is the unit of time used for the real timers?

That would be seconds.



#93545 Converting .CHR to .CRE

Posted by Kismet on 19 February 2004 - 05:13 AM in IE Help

I'm pretty sure when you CreateCreature() you use the .cre file name and not the death variable.

A death variable is a unique identifier (ok, it doesn't *have* to be unique, but for a joinable NPC it should be). It's used in scripting/dialog triggers and actions and is generally some form of the NPC's name (although, again, it doesn't *have* to be).

If you're using Near Infinity, you'd open up your .cre file and click on the edit tab to input those variables/names.

Your .cre file will eventually need to end up in the override, but if you're planning on making a distributable mod it's better to set up a mod directory in your BG2 main directory and have stuff copied over via the .tp2 file.



#93420 Modding for Beginners

Posted by Kismet on 18 February 2004 - 08:08 AM in IE Help

kit.ids is also broken so you'll have to distribute a fixed one with your mod or work around it.



#93319 Dialogue Problems

Posted by Kismet on 17 February 2004 - 05:55 PM in IE Help

A dialog file could have any number of true states but it will only return the first one it comes to. Assuming this is an existing dialog file you would do something like:

IF WEIGHT #-1 ~Some conditions here~ THEN BEGIN Blah
SAY ~Something~
IF ~~ THEN REPLY ~Something else~ EXIT
END

If it's your own dialog file then just put that higher in the dialog stack than the standard store conversation and you wouldn't have to worry about WEIGHTs.

For starting a conversation after a battle I'd do something like:

IF
InParty(Myself)
Global("BattleTalk","GLOBAL",0)
Dead("somecreature")
THEN
RESPONSE #100
SetGlobal("BattleTalk","GLOBAL",1)
Dialog(Player1) or if you want to use th Bxxx.dlg file you'd use Interact(Player1)
END

Then have your dialog check for BattleTalk to be 1 and go from there.



#93236 Romance Specific coding questions

Posted by Kismet on 17 February 2004 - 04:24 AM in IE Help

What did I tell you?  Here I am again with another question.   :rolleyes:

What is the code or command or what-have-you to make sure my Lovetalk is triggered in a specific area, say outdoors, or at a specific time, say night.

I have read earlier in this thread about rest-triggered dialogues, of which I have several, but I need this, too.  :unsure:

Thank you!
Sillara

AreaCheck()
AreaType()
Time()
Timoday()

IESDP is your friend: http://dragonlance.t...esdp/index.html



#93174 Dialogue Problems

Posted by Kismet on 16 February 2004 - 06:49 PM in IE Help

Try weighting the banter lower than the store dialog. For the storekeep to start the dialog from where he's standing use StartDialogNoSet() rather than Dialog().

If you're going to use that script for the storekeep to start the dialog upon seeing Aerie then the trigger in the .d file should be Global("AerieChat","GLOBAL",1).



#93147 Journal entry problem

Posted by Kismet on 16 February 2004 - 03:59 PM in IE Help

Unless you have a whole ton of journal entries already done, I'd just do it manually. By that I mean make a text file put your journal entries in it like I posted before and save it as mynpcdialog.tra and replace the journal entries with the appropriate @#.

If you wanted to --traify the file you would use: weidu --traify mymod\dialog.d --dout dialog-new.d.

That would put dialog-new.d and dialog-new.tra in your BG2 main directory.

This is the appropriate part of the readme for converting a hardcoded .d file. http://www.weidu.org...iDU.html#htoc15



#93039 Romance Specific coding questions

Posted by Kismet on 16 February 2004 - 05:16 AM in IE Help

And now for another question!    :rolleyes:  How do I code a flirt pack-type thing?  I do not know how to code up the force-talk part.  I assume that the rest is just like a banter with random responses, but how do I get the flirt-pack force-talk part to happen?

Also, umm, where do I PUT the flirt-pack?  Does it go in the B file?  the J?  Some other mysterious file?  <_<

Thanks!

Sillara

*Kismet points back to her example on page 1.



#92941 Journal entry problem

Posted by Kismet on 15 February 2004 - 02:13 PM in IE Help

A couple of comments. Using numbers for state lables can lead to confustion. It's better to use some sort of text and just let WeiDU convert it to numbers. The JOURNAL and UNSOLVED_JOURNAL should go on the same lines as the REPLYs. I think with adding journal entries in .d files you have to use a .tra file.

So your .d file would look like:

IF ~~ THEN BEGIN NPCWantsToJoin
SAY ~I am in need of able men, but I am not desperate for them.~
IF ~~ THEN REPLY ~Yeah, yeah, yeah, let's just get to it.~ DO ~SetGlobal("fighterJoined","LOCALS",1) JoinParty~ UNSOLVED_JOURNAL @0 EXIT
IF ~~ THEN REPLY ~Bah! I have no for you.~ JOURNAL @1 EXIT
END

And your .tra file would look like:

@0 = ~Looks like I'm stuck with the fighter.~
@1 = ~I told the fighter go sod off. Bah!~

And your .tp2 file would use:

COMPILE ~mymod\npcdialog.d~
USING ~mymod\npcdialog.tra~