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#1
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![]() Retired team member Posts: 490 Joined: 8-April 08 From: U.S.A ![]() |
I can't seem to find the state check for initiating a dialogue during rest. I vaguely recall seeing something like PartyAtRest at one time, but I don't remember where. I tried searching through the IESDP but came up with nothing. Perhaps I was looking in the wrong place. Anyway, if someone can point me in the right direction, that'd be great.
Thanks! This post has been edited by Sir_Carnifex: May 29 2008, 07:02 AM -------------------- "Once the game is over, the king and the pawn go back into the same box." - Italian Proverb
"I like criticism, but it must be my way." - Mark Twain "A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort." - Herm Albright |
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#2
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany ![]() |
Dialogues at rest (when the player hits the "rest" button) are scripted via the "npcnameD.bcs". The "D" for dream dialogues is actually a script, not a dialogue file, although it is assigned to the pdialog in the tp2. Just create (and compile) a d.baf named as you assigne it via tp2, and put a trigger script block with the dialogue conditions into it. Then the dialogue will be triggered upon rest, if the conditions are met.
Have a look at the romance coding tutorial here, too: Romance Authoring Tutorial, under "Sleep Scripts" Note: For this, do not use the "splitted" method introduced in "How to ensure your banters always run when you want them to. " (for all other NPC-initiated dialogues, I recommend it very much as it helps to prevent stuttering). |
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