Kismet's Content
There have been 112 items by Kismet (Search limited from 17-June 23)
#99561 Romance Specific coding questions
Posted by Kismet on 03 March 2004 - 10:30 AM in IE Help
#98623 Interjections
Posted by Kismet on 02 March 2004 - 04:19 AM in IE Help
#93803 Romance Specific coding questions
Posted by Kismet on 20 February 2004 - 03:13 PM in IE Help
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.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?
#93545 Converting .CHR to .CRE
Posted by Kismet on 19 February 2004 - 05:13 AM in IE Help
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.
#93319 Dialogue Problems
Posted by Kismet on 17 February 2004 - 05:55 PM in IE Help
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
AreaCheck()What did I tell you? Here I am again with another question.
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.
Thank you!
Sillara
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
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
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
*Kismet points back to her example on page 1.And now for another question! 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
#92941 Journal entry problem
Posted by Kismet on 15 February 2004 - 02:13 PM in IE Help
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~
- Spellhold Studios
- → Kismet's Content
- Guidelines