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#150741 Want to make NPC Mod! (Last Ditch Effort)

Posted by Kismet on 08 September 2004 - 04:24 PM in IE Help

CHAIN
IF ~InParty("Minsc")
See("Minsc")
!StateCheck("Minsc",STATE_SLEEPING)
GLOBAL(MinscOctobTalk","LOCALS",0)~ THEN BOCTOB BooLove
~Minsc, how did you and boo first meet?~
DO ~SetGlobal("AerieOctobTalk","LOCALS",1)~

Followed by Banter #2 for the big bald barbarian, written out as:

CHAIN
IF ~InParty("Minsc")
See("Minsc")
!StateCheck("Minsc",STATE_SLEEPING)
GLOBAL(MinscOctobTalk","LOCALS",1)~ THEN BOCTOB PocketBoo
~Minsc, how did you and boo first meet?~
DO ~SetGlobal("AerieOctobTalk","LOCALS",2)~

Careful with your variables. You're checking for MinscOctobTalk and you're setting AerieOctobTalk. They'll need to match up if you don't want a looping problem.



#144304 Want to make NPC Mod! (Last Ditch Effort)

Posted by Kismet on 21 August 2004 - 06:05 PM in IE Help

It's usually more efficient to post your coding problems. With forum posts you have a large pool of knowledgeable people to draw from. With PMs and email you run the risk of the person you're dealing with being away or asleep or just plain busy with other stuff.



#149968 Want to make NPC Mod! (Last Ditch Effort)

Posted by Kismet on 06 September 2004 - 01:04 PM in IE Help

You would use:

== BVALYGA IF ~IsValidForPartyDialog("Valygar")~ THEN ~Valygar says something here.~

Also, the first dialog line of a CHAIN doesn't use SAY.  You just use the dialog line in tildes.



#146698 Want to make NPC Mod! (Last Ditch Effort)

Posted by Kismet on 28 August 2004 - 07:17 AM in IE Help

THAT is the kind of feedback that is GOOD to get. Linking together long dialog with the string "==" for instance. GREAT IDEA. Wonderful and a lot better than what I had.

Only thing was, until you TOLD me about it, I had no clue you could DO it. None of the tutos I've read mentioned it.

That goes back to my concern I am missing out on the "between the cracks" info of modding. SOME things are SO basic (to those who know what they are doing) that they are ommited when put in tutos...therefor people like ME remain clueless.

I will go back and edit and change for the better. Thus far I have been tearing my hair out trying to figure out the programming end of things...and the rest has suffered maybe.

The tutorials in the WeiDU readme are really informative.  Especially note the multisay one:  http://www.weidu.org...eiDU.html#htoc8 (You can also find this readme in your own weidu directory.)



#152422 Want to make NPC Mod! (Last Ditch Effort)

Posted by Kismet on 14 September 2004 - 04:18 PM in IE Help

EXTERN FadeFromColor(P:Point*,I:Blue*)
EXTERN FadeToColor(P:Point*,I:Blue*)
.
.
.

EXTERN FadeFromColor(P:Point*,I:Blue*)
EXTERN FadeToColor(P:Point*,I:Blue*)

You wouldn't use EXTERN here. It would be something like DO ~FadeToColor([30.0],0) Wait(1) FadeFromColor([30.0],0)~



#144518 Want to make NPC Mod! (Last Ditch Effort)

Posted by Kismet on 22 August 2004 - 03:57 PM in IE Help

You don't need to keep your different dialog files in different documents. The BEGIN octobr and BEGIN octobrP tell WeiDU that they are different dialog files. I personally find it easier to keep the files separate. CHAIN ends a dialog file so you can't do something like:

BEGIN octobr
IF ~~ THEN BEGIN blah
...
END

IF ~~ THEN BEGIN blah2
...
END

CHAIN blah3
....
EXIT

IF ~~ THEN BEGIN blah4
...
END



#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.



#163111 Romance Specific coding questions

Posted by Kismet on 16 October 2004 - 06:31 AM in IE Help

Do all your match checks return true?  Since that seems like the only code block where your RA variable gets set to 1, I'd check all those variables to make sure they're being set properly.



#163125 Romance Specific coding questions

Posted by Kismet on 16 October 2004 - 08:01 AM in IE Help

Here's a pretty good explanation of timers: http://gibberlings3....ting/timers.htm

You could try manually expiring the timer.. CLUAConsole:SetGlobal("YasraenaTalkTime","GLOBAL",1)

Also, and this I'm sure is a stupid question, but your PC *is* male yes?



#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



#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.



#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.



#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?



#163103 Romance Specific coding questions

Posted by Kismet on 16 October 2004 - 05:36 AM in IE Help

Check your interdia.2da file and make sure that the Bdialog file is being properly assigned and that the death variable there matches up to the death variable in the .cre.

This has nothing to do with your problem, but when you reset the timer why are you making these checks:  

!AreaType(DUNGEON)
See(Player1)
CombatCounter(0)
!See([ENEMY])
!Range([NEUTRAL],10)

Shouldn't the timer be reset regardless?



#110348 Modding for Beginners

Posted by Kismet on 16 April 2004 - 09:55 AM in IE Help

The Anomen banter that DID fire begins this way:

CHAIN
IF ~InParty("Anomen")
See("Anomen")
!StateCheck("Anomen",STATE_SLEEPING)
Global("AnomenTsujathaTalk","GLOBAL",0)~ THEN BTSUJAT TSJ_AnomenDad
~You speak of your father as an evil man.~
DO ~SetGlobal("AnomenTsujathaTalk","GLOBAL",1)~

It worked for the first two of the dream script LTs.  I must have just caught them somehow.  But this one, the third, was preempted by the Anomen dialogue because I did not sleep in time.    :(   Is there something I can do?

Since your NPC starts the Anomen banter you could put in !Global("TsujathaLoveTalk","LOCALS",15), etc. for additional triggers to the Anomen banter.



#103235 Modding for Beginners

Posted by Kismet on 10 March 2004 - 07:04 AM in IE Help

As far as compiling CHAINs is concerned, I'm pretty sure a .d file is a .d file is a .d file (meaning it doesn't matter if you call it btsuj.d or fstuj.d or mydia.d you just need to get your syntax straight.)



#102818 Modding for Beginners

Posted by Kismet on 09 March 2004 - 05:20 AM in IE Help

What kind of errors did you get?  I had no problems using CHAIN in a xxJ.d file.



#102637 Modding for Beginners

Posted by Kismet on 08 March 2004 - 03:40 PM in IE Help

I'm not sure why you need 2 script blocks.  I did this with Cailean:

His script:
//Cailean complains about the Docks
IF
    InParty(Myself)
    AreaCheck("AR0300")
    Global("FWCaileanQuestCompleted","GLOBAL",0)
    Global("FWCaileanDocksWarning","GLOBAL",0)
THEN
    RESPONSE #100
        SetGlobal("FWCaileanDocksWarning","GLOBAL",1)
        StartDialogNoSet(Player1)
END

His xxJ.dlg file:
//Cailean comments on entering the docks.
IF ~AreaCheck("AR0300") Global("FWCaileanQuestCompleted","GLOBAL",0) Global("FWCaileanDocksWarning","GLOBAL",1)~ THEN BEGIN CaileanDocksWarning
  SAY ~Docks! Thieves! Blah!~ // he doesn't really say this
  IF ~~ THEN DO ~SetGlobal("FWCaileanDocksWarning","GLOBAL",2)~ EXIT
END



#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.



#103458 Modding for Beginners

Posted by Kismet on 10 March 2004 - 02:54 PM in IE Help

You don't want CHAIN, you want multisay. :)

SAY ~Something~
= ~I'm still saying something~
= ~This is a really long something that I'm saying.~
IF ~~ THEN REPLY ~Done yet?~
etc.

Which, by the way, is covered in the weidu readme.  http://www.weidu.org...eiDU.html#htoc8



#107644 Modding for Beginners

Posted by Kismet on 02 April 2004 - 05:06 PM in IE Help

Umm--how can I update the map and the journal? I would really like for Tsujatha's quest to have a journal entry,

What do I do? And once I put the entry in the journal, how do I get rid of it?

AddJournalEntry(~text~,QUEST) - for in process quest journal
AddJournalEntry(~text~,QUEST_DONE) - for completed quest journal
EraseJournalEntry(~text~) - for removing from in process quest journal

Journal entries can be added/erased in the script or dialog file.  If you add them in in the dialog file then I believe you'll need to use a .tra file (i.e. AddJournalEntry(@0,QUEST) and the .tra file would be @0 = ~text~) for this to work.



#117221 Modding for Beginners

Posted by Kismet on 18 May 2004 - 04:28 PM in IE Help

Stuttering is usually caused by a faulty script.  If you can't see the problem by just looking at the script then put in some debugging code and see what falls out.



#116858 Modding for Beginners

Posted by Kismet on 17 May 2004 - 08:20 AM in IE Help

StartCutScene("TSJ_KILLKORGAN")~

I don't think a .bcs file name can be that long.  Try making the cutscene script file name no more than 8 characters.



#110343 Modding for Beginners

Posted by Kismet on 16 April 2004 - 09:45 AM in IE Help

IF
True()
THEN
RESPONSE #100
CutSceneId(Player1)
Wait(1)
ActionOverride("Korgan",DestroySelf())
Wait(1)
EndCutSceneMode()
END

What you've coded looks fine.  Open up NI and check the compiled script from your override directory to make sure you have the correct version.

Also, I have to cast my vote against one hit killing party joinable NPCs via an NPC/NPC banter.  At least let them duke it out like Keldorn/Anomen.



#136359 Creating NPC

Posted by Kismet on 28 July 2004 - 06:02 AM in IE Help

Where is the SoA parting dialogue, then? :blink:

Directly after the death variable.