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> Appends
Sir_Carnifex
post May 23 2008, 11:45 PM
Post #1





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I have been testing banters in the game by using CTRL + I to force the NPCs to talk. Every banter that my character begins works fine, but anything that starts with APPENDing another banter file does not.

The question here is, will APPENDS fail to activate using CTRL + I? If so, I guess I just need to let the game run for a bit. If not, I need to do some more research. glare.gif


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"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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Sir_Carnifex
post May 26 2008, 07:27 PM
Post #2





Retired team member
Posts: 490
Joined: 8-April 08
From: U.S.A




QUOTE
Even if you'd put the scripted dialogues into the B.dlg (which would, in principle, work, but be cautious to use the right weighting), you wouldn't be able to call them via Ctrl.+I, since they need the trigger variables to be set.

As long as you mentioned weights, would all the banters in the file have to have weights set for it to work? For an experiment, I included weights on three of the banters. So far after testing it several times, those three banters still come in a random order but always come before the non-weighted banters. That's not exactly the way I hoped it would work.



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"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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