Two ToB coding questions, P (kickoutfile) and Fate Spirit summoning |
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Two ToB coding questions, P (kickoutfile) and Fate Spirit summoning |
Jul 14 2008, 01:07 PM
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#1
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Forum Member Posts: 467 Joined: 23-February 05 From: My den |
Greets,
I've been modding and I ran into two problems. The first has to do with the kickout dialogue file (P file). The kicking out works fine in SoA, but in its ToB file (which I adapted), the character gets kicked out, yet doesn't give a reaction + options (such as Minsc: "Boo needs to know. Did you want us to remain with the group?" - choose yes and he joins again, choose no and he leaves). The character is kicked out, doesn't initiate dialogue and when I click on the character, the dreaded "has nothing to say" appears, probably because the kicked-out GLOBALs weren't set. I've been looking through the code, but I've not found anything out of the ordinary myself. Perhaps one of you will see what I have not. And no, these are not the real dialogues. The mod installed fine and without errors, as well. CODE BEGIN MGBGA25P IF ~Global("MGBGAJoined","LOCALS",1)~ THEN BEGIN MGBGAKickToB SAY ~(Leave him behind?)~ ++ ~(NO!)~ DO ~JoinParty()~ EXIT ++ ~(Leave him behind.)~ GOTO MGBGAKick2ToB END IF ~~ THEN BEGIN MGBGAKick2ToB SAY ~(He leaves you and stays here.)~ IF ~~ THEN DO ~SetGlobal("MGBGAJoined","LOCALS",0) SetGlobal("MGBGAKickedOut","LOCALS",1)~ EXIT END IF ~Global("MGBGAJoined","LOCALS",0) Global("MGBGAKickedOut","LOCALS",1)~ THEN BEGIN MGBGARejoinToB SAY ~(Team up?)~ ++ ~(Yes, team up.)~ GOTO MGBGARejoin2ToB ++ ~(Leave him be.)~ GOTO MGBGARejoinNotToB END IF ~~ THEN BEGIN MGBGARejoin2ToB SAY ~(He rejoins.)~ IF ~~ THEN DO ~SetGlobal("MGBGAJoined","LOCALS",1) JoinParty()~ EXIT END IF ~~ THEN BEGIN MGBGARejoinNotToB SAY ~(He stays.)~ IF ~~ THEN EXIT END Secondly, I seem to be puzzled as to how the developers and modmakers alike can have their character initiate conversation with the PC directly after being summoned to the pocket plane by the Fate Spirit. I can summon my characters easily, yet they will stand there until I click on them and initiate conversation myself. How can I make it fire automatically after being summoned? Here is what I have in Wikaede Revisited v4.1, which has this problem (and thus, every mod based on it as well): MGWIKA25.baf CODE IF Global("MGWikaedeSummoned","GLOBAL",1) THEN RESPONSE #100 StartDialogueNoSet([PC]) Wait(1) END MGWIKA25J (at the bottom of the file, below Volo interjection) CODE EXTEND_TOP FATESP 6 #9 IF ~!Dead("Wikaede") !InMyArea("Wikaede") Global("MGWikaedeSummoned","GLOBAL",0)~ THEN REPLY ~Bring me Wikaede, Priest of Helm.~ DO ~CreateVisualEffect("SPPORTAL",[1999.1218]) Wait(2) CreateCreature("MGWIKA25",[1999.1218],0) SetGlobal("MGWikaedeSummoned","GLOBAL",1)~ GOTO 8 END CODE BEGIN MGWIK25
IF ~NumTimesTalkedTo(0) Global("MGWikaedeSummoned","GLOBAL",1)~ THEN BEGIN MGWikaSummonPP SAY ~What? It seems I have been summoned to a plane of sorts. What is the reason for your summoning, <CHARNAME>?~ ++ ~It's a long story, Wikaede. Regardless, I need your help. ~ GOTO MGWikaSummonPP2 END IF ~~ THEN BEGIN MGWikaSummonPP2 SAY ~I see. If you require my assistance, you shall have it.~ ++ ~Thank you.~ GOTO MGWikaJoinPP ++ ~Could you wait over there, please?~ GOTO MGWikaLeavePP END IF ~~ THEN BEGIN MGWikaJoinPP SAY ~It is my duty and my pleasure.~ IF ~~ THEN DO ~SetGlobal("MGWikaedeJoined","LOCALS",1)JoinParty()~ EXIT END IF ~~ THEN BEGIN MGWikaLeavePP SAY ~It shall be as you say.~ IF ~~ THEN DO ~SetGlobal("MGWikaedeLeavePP","GLOBAL",1)~ EXIT END IF ~Global("MGWikaedeLeavePP","GLOBAL",1)~ THEN BEGIN MGWikaPP SAY ~Am I to travel with you, or is there some other reason for your presence here, <CHARNAME>?~ ++ ~There's nothing, Wikaede. I was just checking on you.~ GOTO MGWikaLeavePP2 ++ ~Yes, please travel with me.~ GOTO MGWikaJoinPP2 END IF ~~ THEN BEGIN MGWikaJoinPP2 SAY ~Then I will come along.~ IF ~~ THEN DO ~SetGlobal("MGWikaedeJoined","LOCALS",1)JoinParty()~ EXIT END IF ~~ THEN BEGIN MGWikaLeavePP2 SAY ~Ahh. I am doing well. Thank you for your concern. Do not hestitate to ask for my assistance, should you need it.~ IF ~~ THEN EXIT END This post has been edited by Moongaze: Jul 14 2008, 01:09 PM -------------------- -Transition into darkness-
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Jul 14 2008, 01:10 PM
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#2
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Forum Member Posts: 165 Joined: 29-January 05 From: Modena (Italy) |
Try posting your override/pdialog.2da and the section of tp2 code where you append to it. I know that some mods didn't correctly append the ToB strings, and that might be the cause.
-------------------- Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.
Thanks for your cooperation. |
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Jul 14 2008, 03:18 PM
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#3
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Forum Member Posts: 467 Joined: 23-February 05 From: My den |
CODE 2DA V1.0 multig POST_DIALOG_FILE JOIN_DIALOG_FILE DREAM_SCRIPT_FILE 25POST_DIALOG_FILE 25JOIN_DIALOG_FILE 25DREAM_SCRIPT_FILE 25OVERRIDE_SCRIPT_FILE AERIE AERIEP AERIEJ AERIED AERIE25P AERIE25J AERIE25D aeri25 ANOMEN ANOMENP ANOMENJ ANOMEND ANOME25P ANOME25J ANOME25D anom25 CERND CERNDP CERNDJ CERNDD CERND25P CERND25J CERNDD cern25 EDWIN EDWINP EDWINJ EDWIND EDWIN25P EDWIN25J EDWIND edwi25 HAERDALIS HAERDAP HAERDAJ HAERDAD HAERD25P HAERD25J HAERDAD haer25 IMOEN IMOENP IMOENJ IMOEND IMOENP IMOENJ IMOEND imoe25 IMOEN2 IMOEN2P IMOEN2J IMOEN2D IMOEN25P IMOEN25J IMOEN2D imoe25 JAHEIRA JAHEIRAP JAHEIRAJ JAHEIRAD JAHEI25P JAHEI25J JAHEI25D jahe25 JAN JANP JANJ JAND JAN25P JAN25J JAND jan25 KELDORN KELDORP KELDORJ KELDORD KELDO25P KELDO25J KELDORD keld25 KORGAN KORGANP KORGANJ KORGAND KORGA25P KORGA25J KORGAND korg25 MAZZY MAZZYP MAZZYJ MAZZYD MAZZY25P MAZZY25J MAZZYD mazz25 MINSC MINSCP MINSCJ MINSCD MINSC25P MINSC25J MINSCD mins25 NALIA NALIAP NALIAJ NALIAD NALIA25P NALIA25J NALIAD nali25 VALYGAR VALYGARP VALYGARJ VALYGARD VALYG25P VALYG25J VALYGARD valy25 VICONIA VICONIP VICONIJ VICOND VICON25P VICON25J VICON25D vico25 YOSHIMO YOSHP YOSHJ YOSHD YOSHP YOSHJ YOSHD yosh25 TTXAN TTXANP TTXANJ TTXAND TTXANP TTXANJ TTXAND *** TTBRAN TTBRANP TTBRANJ TTBRAND TTBRANP TTBRANJ TTBRAND *** TTIMOEN TTIMOENP TTIMOENJ TTIMOEND TTIMOENP TTIMOENJ TTIMOEND *** TTJAHEIR TTJAHEIP TTJAHEIJ TTJAHEID TTJAHEIP TTJAHEIJ TTJAHEID *** TTMINSC TTMINSCP TTMINSCJ TTMINSCD TTMINSCP TTMINSCJ TTMINSCD *** SAREVOK SAREV25P SAREV25J SAREV25D SAREV25P SAREV25J SAREV25D *** IDIOT01 IDIOTP IDIOTP *** IDIOTP IDIOTP *** *** CODE APPEND ~pdialog.2da~ ~Krhxyth MGBGAP MGBGAJ MGBGAD MGBGA MGBGA25P MGBGA25J MGBGA25D MGBGA25~ UNLESS ~Krhxyth~ APPEND ~interdia.2da~ ~Krhxyth BMGBGA BMGBGA25~ UNLESS ~Krhxyth~ There we go. -------------------- -Transition into darkness-
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Jul 15 2008, 10:06 AM
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#4
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Forum Member Posts: 165 Joined: 29-January 05 From: Modena (Italy) |
the pdialog.2da is with the mod installed? It should have that 'Krhxyth MGBGAP MGBGAJ MGBGAD MGBGA MGBGA25P MGBGA25J MGBGA25D MGBGA25' line there. Does it work if you add it manually?
-------------------- Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.
Thanks for your cooperation. |
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Jul 15 2008, 02:29 PM
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#5
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Forum Member Posts: 467 Joined: 23-February 05 From: My den |
Yeah, this is with the mod installed. Every other dialogue worked fine except for the ToB P file. Maybe it's mucking up because the B (banter) files are empty apart from "BEGIN BMGBGA" and "BEGIN BMGBGA25".
Any specific spot where I should enter the code manually, or can I just drop them anywhere? -------------------- -Transition into darkness-
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Jul 15 2008, 02:38 PM
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#6
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Forum Member Posts: 165 Joined: 29-January 05 From: Modena (Italy) |
Maybe it's mucking up because the B (banter) files are empty apart from "BEGIN BMGBGA" and "BEGIN BMGBGA25". Shouldn't matter. QUOTE Any specific spot where I should enter the code manually, or can I just drop them anywhere? Try pasting your TP2. Apparently, the APPENDS aren't running - without them working, the P file and ToB script never activate. -------------------- Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.
Thanks for your cooperation. |
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Jul 15 2008, 04:52 PM
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#7
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Forum Member Posts: 467 Joined: 23-February 05 From: My den |
As requested, the TP2 file:
CODE BACKUP ~BoneGolemAlly\backup~
AUTHOR ~CuteOmen@gmail.com~ BEGIN ~Bone Golem Ally v1.0 by Moongaze~ COPY ~BoneGolemAlly\Portraits~ ~override~ COPY ~BoneGolemAlly\Creatures\MGBGA.CRE~ ~override~ ~BoneGolemAlly\Creatures\MGBGA25.CRE~ ~override~ SAY NAME1 ~Krhxyth~ SAY NAME2 ~Krhxyth~ SAY INITIAL_MEETING ~(...)~ SAY BIO ~When asked about its past, KRHXYTH says absolutely nothing. It cannot speak, nor express its emotion, if it even has any.~ COPY ~BoneGolemAlly\Items\MGBAXE.itm~ ~override\MGBAXE.itm~ SAY NAME1 ~Bone Scythe~ SAY NAME2 ~Bone Scythe~ SAY UNIDENTIFIED_DESC ~Bone Scythe +3 These are Krhxyth's scythe-like arms. Although it cannot easily pick up items, the arms are formidable weapons, equal to dual-wielding two steel battle axes of +3 enchantment. STATISTICS: THAC0: +2 bonus Damage: 1D6 + 3 Damage type: Slashing Weight: 0 Speed Factor: 5 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Usable By: Krhxyth~ SAY DESC ~Bone Scythe +3 These are Krhxyth's scythe-like arms. Although it cannot easily pick up items, the arms are formidable weapons, equal to dual-wielding two steel battle axes of +3 enchantment. STATISTICS: THAC0: +2 bonus Damage: 1D6 + 3 Damage type: Slashing Weight: 0 Speed Factor: 5 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Usable By: Krhxyth~ COPY ~BoneGolemAlly\Items\MGBPLAT.itm~ ~override\MGBPLAT.itm~ SAY NAME1 ~Ribcage Armor~ SAY NAME2 ~Ribcage Armor~ SAY UNIDENTIFIED_DESC ~Ribcage Armor This is Krhxyth's sturdy ribcage. It offers protection similar to enchanted full platemail. STATISTICS: Armor Class: 0 Weight: 0 Requires: 15 Strength Usable By: Krhxyth~ SAY DESC ~Ribcage Armor This is Krhxyth's sturdy ribcage. It offers protection similar to enchanted full platemail. STATISTICS: Armor Class: 0 Weight: 0 Requires: 15 Strength Usable By: Krhxyth~ COPY ~BoneGolemAlly\Items\MGBHELM.itm~ ~override\MGBHELM.itm~ SAY NAME1 ~Ancient Skull~ SAY NAME2 ~Ancient Skull~ SAY UNIDENTIFIED_DESC ~Ancient Skull This is Krhxyth's skull. Though seemingly old, it's strong enough to protect its brain, if it even has any. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Weight: 0 Usable By: Krhxyth~ SAY DESC ~Ancient Skull This is Krhxyth's skull. Though seemingly old, it's strong enough to protect its brain, if it even has any. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits Weight: 0 Usable By: Krhxyth~ COMPILE ~BoneGolemAlly\Dialogues\MGBGA.d~ COMPILE ~BoneGolemAlly\Dialogues\MGBGAJ.d~ COMPILE ~BoneGolemAlly\Dialogues\MGBGAP.d~ COMPILE ~BoneGolemAlly\Dialogues\BMGBGA.d~ COMPILE ~BoneGolemAlly\Dialogues\MGBGA25.d~ COMPILE ~BoneGolemAlly\Dialogues\MGBGA25J.d~ COMPILE ~BoneGolemAlly\Dialogues\MGBGA25P.d~ COMPILE ~BoneGolemAlly\Dialogues\BMGBGA25.d~ COMPILE ~BoneGolemAlly\Scripts\MGBGA25.baf~ COMPILE ~BoneGolemAlly\Scripts\BNAR0202.baf~ COMPILE ~BoneGolemAlly\Scripts\BNAR6200.baf~ EXTEND_TOP ~AR0202.bcs~ ~BoneGolemAlly\Scripts\BNAR0202.baf~ COPY_EXISTING ~AR6200.bcs~ ~override\AR6200.bcs~ EXTEND_TOP ~AR6200.bcs~ ~BoneGolemAlly\Scripts\BNAR6200.baf~ COPY ~BoneGolemAlly\2da\BGAAND1.2da~ ~override\BGAAND1.2da~ REPLACE ~99999~ ~After <CHARNAME>'s ascension, Krhxyth was sent back to the sewers, where it remained ever since.~ COPY ~BoneGolemAlly\2da\BGAAND2.2da~ ~override\BGAAND2.2da~ REPLACE ~99998~ ~Krhxyth travelled a while longer with our protagonist before it was led into an ancient temple, where it was ordered to remain for eternity.~ APPEND ~pdialog.2da~ ~Krhxyth MGBGAP MGBGAJ MGBGAD MGBGA MGBGA25P MGBGA25J MGBGA25D MGBGA25~ UNLESS ~Krhxyth~ APPEND ~interdia.2da~ ~Krhxyth BMGBGA BMGBGA25~ UNLESS ~Krhxyth~ -------------------- -Transition into darkness-
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Jul 15 2008, 05:26 PM
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#8
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Forum Member Posts: 165 Joined: 29-January 05 From: Modena (Italy) |
The code is fine, but apparently pdialog.2da wasn't altered. Try reinstalling your mod and see if it was a random fluke and now it works. Also, it is (theoretically) possible that a mod installed after yours could have removed your lines - try removing your mod and installing it as the last.
-------------------- Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.
Thanks for your cooperation. |
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Jul 15 2008, 05:43 PM
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#9
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Forum Member Posts: 467 Joined: 23-February 05 From: My den |
I didn't install another mod after it, but I did install the alpha version of Vansan before it. I did a clean install, checked pdialog.2da and saw the appended files there. I'm guessing they should work now. I'll test in a bit when I have time. Thanks for the trouble, though.
In the meantime, can anyone assist me with my second question? The one about the automatic initiation of the first dialogue between new mod NPC and protagonist, right after being summoned to the pocket plane through the Fate Spirit? -------------------- -Transition into darkness-
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Jul 15 2008, 09:24 PM
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#10
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Forum Member Posts: 165 Joined: 29-January 05 From: Modena (Italy) |
I didn't install another mod after it, but I did install the alpha version of Vansan before it. I did a clean install, checked pdialog.2da and saw the appended files there. I'm guessing they should work now. I'll test in a bit when I have time. Thanks for the trouble, though. In the meantime, can anyone assist me with my second question? The one about the automatic initiation of the first dialogue between new mod NPC and protagonist, right after being summoned to the pocket plane through the Fate Spirit? I suppose they're related to the same issue, since pdialog.2da controls which script and dialogue files get assigned at various stages. Otherwise, the code appears to be fine. -------------------- Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.
Thanks for your cooperation. |
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Jul 16 2008, 08:29 AM
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#11
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Forum Member Posts: 467 Joined: 23-February 05 From: My den |
I tested the ToB kick-out and the same problem remains, even with my files being in de pdialog.2da file.
*sighs softly* I guess I'll re-code the whole thing from scratch. -------------------- -Transition into darkness-
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Jul 16 2008, 01:19 PM
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#12
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Forum Member Posts: 165 Joined: 29-January 05 From: Modena (Italy) |
Unfortunately, pdialog is the only thing I can think about at the moment. Try double-checking every spelling.
-------------------- Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.
Thanks for your cooperation. |
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Jul 16 2008, 06:20 PM
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#13
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
The only thing I can think of is: is Krhxyth also his death variable? Because the patching of the pdialog.2da and interdia.2da should be done with the death variable.
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Jul 16 2008, 07:15 PM
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#14
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Forum Member Posts: 467 Joined: 23-February 05 From: My den |
Yes, "Krhxyth" is the death variable. I'll check the spelling later. Maybe I made a small mistake somewhere. Using terms like Krhxyth and BGA isn't something I'm used to.
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