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Interjection Rejection


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#1 Amazor'dra

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Posted 29 September 2004 - 06:51 PM

I'm not sure if this is a bug with WeiDU (unlikely) or not, but I seem to be having a problem with the interjections I am writing up.

A couple of these interjections look like this:

INTERJECT_COPY_TRANS VVPARIS 7 NehtVamp1
== SK#NEHTJ IF ~IsValidForPartyDialog("SK#Neht")~ THEN
@215
== VVPARIS IF ~IsValidForPartyDialog("SK#Neht")~ THEN
@216
== SK#NEHTJ IF ~IsValidForPartyDialog("SK#Neht")~ THEN
@217
== VVPARIS IF ~IsValidForPartyDialog("SK#Neht")~ THEN
@218
== SK#NEHTJ IF ~IsValidForPartyDialog("SK#Neht")~ THEN
@219
END


....and....

INTERJECT RIFTG03 1 AmoNeht1
== SK#NEHTJ IF ~IsValidForPartyDialog("SK#Neht")~ THEN
@220
END RIFTG03 4

WeiDU accepts these interjections--not picking up anything wrong with them--yet in the actual game, none of the interjections will work. :ph34r:

Does anyone have a clue of what it is I did wrong?

Edited by Amazor'dra, 29 September 2004 - 06:55 PM.


#2 Shed

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Posted 30 September 2004 - 02:01 AM

Have you had a look at the .dlg files to make sure they are there?

Otherwise the conditions are returning false. Try some different ones, or lack thereof. :)

#3 Kismet

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Posted 30 September 2004 - 05:47 AM

Definitely check the dialog file to make sure your interjections are there. Also, be aware that the NPC who you want to interject isn't considered "valid for party dialog" if he's actually doing the talking (i.e. you used him to start the conversation). IsValidForPartyDialog() can also be blocked by scenery (i.e. one NPC is behind a wall or somesuch). If you want to be sure your NPC interjects then use InParty("npc") !Dead("npc") See("npc") instead of IsValidForPartyDialog()

#4 Amazor'dra

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Posted 30 September 2004 - 02:45 PM

Got it, will most definitely crack open a few dlg's. Thanks for the hints. :)

#5 Amazor'dra

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Posted 30 September 2004 - 11:30 PM

(*hopes she doesn't get smacked for double posting, but hey... this is serious situation* :P )

Taking out the IsValidForPartyDialog() did indeed make those interjections work, all except for one kind. -_-

In the actual .d file....

IF ~Global("Nehttrial","LOCALS",1)~ THEN BEGIN 0a
  SAY @94
  IF ~~ THEN GOTO 1a
END

IF ~~ THEN BEGIN 1a
  SAY @95
  IF ~Global("SK#KickedOut","LOCALS",0)~ THEN REPLY @96 GOTO 6a
  IF ~~ THEN REPLY @49 GOTO 2a
  IF ~~ THEN REPLY @97 GOTO 3a
END

IF ~~ THEN BEGIN 2a
  SAY @98
  IF ~~ THEN GOTO 4a
END

IF ~~ THEN BEGIN 3a
  SAY @99
  IF ~~ THEN GOTO 4a
END

IF ~~ THEN BEGIN 4a
  SAY @100
  IF ~~ THEN REPLY @101 GOTO 5a
  IF ~Global("SK#KickedOut","LOCALS",0)~ THEN REPLY @102 GOTO 6a
END

IF ~~ THEN BEGIN 5a
  SAY @103
  IF ~~ THEN EXIT
END

In the bcs...

IF
      InParty(Myself)
      PartyHasItem("MISC5A") // Rift Device Part
      Global("Nehttrial","LOCALS",0)
THEN
      RESPONSE #100
              SetGlobal("Nehttrial","LOCALS",1)
              Interact(Player1)
END

I'm guessing the problem is with the trigger, though somehow creating a chain at
RIFTG03 25 between an npc and the pc is a bit beyond me, if even possible to code. ;)

#6 Shed

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Posted 01 October 2004 - 02:46 AM

what is riftg03 25? Whatever, I am sure it is possible ;). WeiDU is your friend. Have another look in the WeiDU readme under COPY_TRANS.

What interjection doesn't now work?

#7 Sillara

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Posted 01 October 2004 - 03:11 AM

Which file are you using for this dialogue, the B or the J? The Interact command calls up the B file; if you want the J, use the Dialogue command. (Sorry if this too simple. I just wish someone had told ME this a long time ago.) In addition, this does not appear to be an INTERJECT of any kind. Rather, it is a triggered banter. If, therefore, it appears after any INTERJECTs or INTERJECT_COPY_TRANS commands, you will need an APPEND. INTERJECTs cut your file, you see.

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#8 Amazor'dra

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Posted 01 October 2004 - 03:59 PM

RIFTG03 is the name of the .dlg/.cre file I want this paticular npc to 'interject' (or expand.... brain is mush atm) into, and 25 is the specific 'line' inside of RIFTG03.dlg

RIFTG03 is for the Avatar the PC runs into at the temple underneith the sewers. As far as I know there isn't a J or B file for the Avatar.

But instead of my npc to talk to the Avatar, I want the npc to talk to the pc, before the Avatar continues on with its regular dialog.

Thanks for the hint of just plain appending though, I'll see what I can do with that. :thumb:

#9 Awake

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Posted 01 October 2004 - 04:03 PM

I believe it would be something like this:

IF
See(27)
THEN
RESPONSE #100
Dialog(27)


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And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - nevermore!


Like dealing with terrorists by giving them explosives. -NotMrT

If you don't know where you're going, any road will take you there.

#10 Amazor'dra

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Posted 01 October 2004 - 05:54 PM

Here is what I had in mind, since its a little difficult to tell from my plain--incorrect--coding:

Avatar speaks
Neht(my npc) interjects
PC can choose options to respond to Neht
Neht's various responses (some of which may cause him to leave the group)
Avatar goes back to regular dialog


:bash:

#11 Awake

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Posted 01 October 2004 - 06:06 PM

have you tried DLTCEP? it is great for dialogues. create a dialogue in DLTCEP and export using WeiDU. i guess you could consider that cheating, but bummer.
Black Wyrm Forums host of the World Transition Project, Beastial Animations, and much more!

And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - nevermore!


Like dealing with terrorists by giving them explosives. -NotMrT

If you don't know where you're going, any road will take you there.

#12 Amazor'dra

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Posted 01 October 2004 - 06:09 PM

Not yet... but I will very soon. I'm all for whatever works. ;)

#13 Awake

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Posted 01 October 2004 - 06:14 PM

i seriously recommend it. you can use DLTCEP to export dialogues and then look at what they look like. this way you can look at a dialogue that is similar to yours and see how it's coded. i guess you could do this with WeiDU too, but this is how i do it.
Black Wyrm Forums host of the World Transition Project, Beastial Animations, and much more!

And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - nevermore!


Like dealing with terrorists by giving them explosives. -NotMrT

If you don't know where you're going, any road will take you there.

#14 Kismet

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Posted 01 October 2004 - 06:30 PM

Here is what I had in mind, since its a little difficult to tell from my plain--incorrect--coding:

Avatar speaks
      Neht(my npc) interjects
            PC can choose options to respond to Neht
            Neht's various responses (some of which may cause him to leave the group)
Avatar goes back to regular dialog


:bash:

I believe you can use CHAIN epilogues for INTERJECT (not sure about I_C_T), so it would go something like:

INTERJECT RIFTG03 somestate somelable
==NPCdialog IF ~triggers~ THEN ~I shall say something to the PC.~
END
++ ~I'll reply something~ EXTERN NPCdialog dialogstate
++ ~I'll reply something else~ EXTERN NPCdilaog dialogstate2

APPEND NPCdialog
IF ~~ THEN BEGIN dialogstate
SAY ~blah blah~
++ ~some more replies~ COPY_TRANS RIFTG03 somestate
END

IF ~~ THEN BEGIN dialogstate2
SAY ~nyah nyah~
++ ~It's like talking to a brick wall~ COPY_TRANS RIFTG03 somestate
END

#15 Amazor'dra

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Posted 01 October 2004 - 08:24 PM

Keeping that in mind, Kismet, this is what I've come up with, though still imperfect:

[COLOR=blue]INTERJECT_COPY_TRANS RIFTG03 25 neht_co
== SK#NEHTJ IF ~InParty("SK#Neht")~ THEN EXTERN SK#NEHTJ nehtlost
END

APPEND SK#NEHTJ
IF ~~ THEN BEGIN nehtlost
 SAY ~My <LADYLORD> ....~
 IF ~~ THEN GOTO 1a
END[/COLOR]

IF ~~ THEN BEGIN 1a
  SAY ~(His shoulders sag for a moment, before he shakes his head and straightens them. Neh'taniel's voice is suddenly strong and calm, carefully neutral.)...I fear I must ask thine assistance in yet another matter.~
  IF ~Global("SK#KickedOut","LOCALS",0)~ THEN REPLY ~I've already helped you once, wraith. I see no reason why I should help you again.~ GOTO 6a
  IF ~~ THEN REPLY ~Which would be?~ GOTO 2a
  IF ~~ THEN REPLY ~If there is anything I can do to help you out, Neh'taniel, then I will. ~ GOTO 3a
END

IF ~~ THEN BEGIN 2a
  SAY ~It is... possible my god refuses to speak to me since there is still one more task I must do, such as ridding the land of the rift device and the Eyeless. ~
  IF ~~ THEN GOTO 4a
END

IF ~~ THEN BEGIN 3a
  SAY ~ Since my god refuses to speak to me, it may be an indication that I must do something more before he does so. Perhaps to help destroy the rift device.~
  IF ~~ THEN GOTO 4a
END

IF ~~ THEN BEGIN 4a
  SAY ~So what say thee, my <LADYLORD> ? May I continue to travel with thee to put an end to the power of the rift device and the threat of the Eyeless?~
  IF ~~ THEN REPLY ~Of course you can.~ GOTO 5a
  IF ~Global("SK#KickedOut","LOCALS",0)~ THEN REPLY ~I'm afraid not, Neh'taniel. You've been more of a hindrance than an actual help.~ GOTO 6a
END

IF ~~ THEN BEGIN 5a
  SAY ~Then let us begin. (He bows.)~
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 6a
  SAY ~I... see. If thou ever do need me, then I shall be at the graveyard. There is little I can do here on my own besides dying, I doubt I possess the strength to defeat the Eyeless single-handedly.~
  IF ~~ THEN DO ~SetGlobal("SK#KickedOut","LOCALS",1)
EscapeAreaMove("AR0800",1644,1407,0) ~ EXIT
END

For some reason, WeiDU doesn't like the blue part.... :blink:

#16 Awake

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Posted 01 October 2004 - 08:33 PM

umm.... why is it there?
Black Wyrm Forums host of the World Transition Project, Beastial Animations, and much more!

And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - nevermore!


Like dealing with terrorists by giving them explosives. -NotMrT

If you don't know where you're going, any road will take you there.

#17 Amazor'dra

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Posted 01 October 2004 - 08:39 PM

umm.... why is it there?

I'm confused. :P

#18 Awake

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Posted 01 October 2004 - 08:42 PM

i'm confused now too.... i was talking about the [color=blue] part
Black Wyrm Forums host of the World Transition Project, Beastial Animations, and much more!

And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - nevermore!


Like dealing with terrorists by giving them explosives. -NotMrT

If you don't know where you're going, any road will take you there.

#19 Amazor'dra

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Posted 01 October 2004 - 08:51 PM

I was fairly certain that [COLOR=blue ] and [ COLOR=blue] would highlight the text inbetween 'em blue, thereby pointing out that is the snippet of code WeiDU doesn't seem to like--which I am currently pulling my hair out about...

#20 Awake

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Posted 01 October 2004 - 08:59 PM

did you try importing it with dltcep? i don't know if it will still tell you, but did it tell you what row and column the problem is in. i know dltcep does
Black Wyrm Forums host of the World Transition Project, Beastial Animations, and much more!

And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - nevermore!


Like dealing with terrorists by giving them explosives. -NotMrT

If you don't know where you're going, any road will take you there.