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using WEIGHTs


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#1 dorotea

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Posted 20 April 2004 - 07:55 AM

Hi folks,

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?

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#2 Kismet

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Posted 20 April 2004 - 08:05 AM

For a new NPC, you shouldn't need to use weighting. For your own NPC you can get around weighting by just moving the states in a particular dialog file to where you want them to be.

#3 dorotea

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Posted 20 April 2004 - 08:15 AM

That is what I noticed as well. If I have all 'romance' dialogs coded first (say states 0-20) and all the banters with npc's added after (say states 21- 100) the romance goes as it should and the banters happen as well. But I am wondering what will adding WEIGHTS actually do. Not that I am looking for extra work - but it is interesting.

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 Grim Squeaker

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Posted 20 April 2004 - 08:46 AM

I've only ever had to use weighting when I've want another NPC to have a completely new dialogue when forcetalked. e.g. In Harvey when he is changed into a spider by Adalon then I don't want all the drow to actually respond to him as if he were a drow. So I used code like this:

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.
"You alone can make my song take flight..."

#5 Grim Squeaker

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Posted 20 April 2004 - 09:17 AM

Oh I've thought of another reason you might want to have weighting. Imagine this is the layout of your .d file:


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.
"You alone can make my song take flight..."