using WEIGHTs
#1
Posted 20 April 2004 - 07:55 AM
Just wanted to hear your opinion on using or not using the WEIGHT when putting together a banter file for a new non-Bio npc. All Bio authentic npcs have Weighted banter (and sometimes j-dialog). So, when I add/modify to these I always deal with WEIGHTs.
However the B file seems to be working just fine, even is you have a 'romance' or romance-like series of dialogs triggered by timers, even if you don't use WEIGHTs. And in my experience new romances don't use it at all - or am I mistaken?
Any opinions/recommendations on the matter?
Freedom cannot be equated with goodness, virtue, or perfection. Freedom has its own unique self-contained nature; freedom is freedom ? not universal goodness. Any confusion or deliberate equalization of freedom with goodness and excellence is in itself negation of freedom, and acceptance of the path of restraint and enforcement.
Nikolai Berdyaev - Christian Existentialist, Philosopher of Freedom.
The Longer Road mod
Redemption mod
Bitter Grey Ashes
#2
Posted 20 April 2004 - 08:05 AM
#3
Posted 20 April 2004 - 08:15 AM
Anybody has xp with making new original npc and using weights?
Freedom cannot be equated with goodness, virtue, or perfection. Freedom has its own unique self-contained nature; freedom is freedom ? not universal goodness. Any confusion or deliberate equalization of freedom with goodness and excellence is in itself negation of freedom, and acceptance of the path of restraint and enforcement.
Nikolai Berdyaev - Christian Existentialist, Philosopher of Freedom.
The Longer Road mod
Redemption mod
Bitter Grey Ashes
#4
Posted 20 April 2004 - 08:46 AM
APPEND UDARDUL
IF WEIGHT #-1 ~Name("G#Harvey",LastTalkedToBy)
Global("G#HarveyChangedSpider","GLOBAL",1)~ THEN BEGIN GH#I#UDARDULIgnores
SAY ~(She ignores you).~
IF ~~ THEN EXIT
END
END
I imagine Lord M used similar coding in Immy's Romance to override various NPCs standard forcetalk options so that you can ask them about your dreams.
#5
Posted 20 April 2004 - 09:17 AM
IF ~OptionalConditions~ THEN BEGIN blocks
IF ~OptionalConditions~ THEN BEGIN blocks (Forcetalks)
CHAIN blocks that begin conversations
If the CHAINs weren't weighted then those forcetalk ones (which are always true, unless you are careful with your coding - using stuff like checking the Gabber) then those dialogues would never occur - the forcetalks would play instead.