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





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




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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jastey
post May 28 2008, 10:13 AM
Post #2





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Posts: 1366
Joined: 22-August 04
From: Germany




The CHAIN still appends to the B.dlg, in case you didn't notice.

But if you want to add the dialogue to your J.dlg, you need a script block that executes and triggers the dialogue. In case you haven't one already:
What you do is, in your modNPC.bcs, you put a script block that goes
CODE
IF //dialogue activation
~InParty(Myself) //for modNPC who starts the dialogue only if in the party
InParty("BioChar") //dialogue partner
See("BioChar")
!StateCheck("BioChar",STATE_SLEEPING) //you might want to cosider using CamDawg's "CD_STATE_NOTVALID" who includes other "unable to talk-checks", like dead, stunned, etc.
!Dead("BioNPC") //in case you use STATE_SLEEPING
Global("BioCharHalbo1","GLOBAL",2) //variable will be set that runs the dialogue, could be you have to adjust the value or create a new one
OR(11)
AreaCheck("AR0021")
AreaCheck("AR0313")
AreaCheck("AR0406")
AreaCheck("AR0509")
AreaCheck("AR0513")
AreaCheck("AR0522")
AreaCheck("AR0704")
AreaCheck("AR0709")
AreaCheck("AR1105")
AreaCheck("AR1602")
AreaCheck("AR2010")~
THEN
RESPONSE #100
SetGlobal("BioCharHalbo1","GLOBAL",3)
END

IF // daialogue triggering. repeat only the crucial triggers to prevent CTDs
InParty(Myself)
InParty("BioChar")
See("BioChar")
!StateCheck("BioChar",STATE_SLEEPING)
!Dead("BioNPC")
Global("BioCharHalbo1","GLOBAL",3)
THEN
RESPONSE #100
StartDialogNoSet("BioNPC") //calls the J of the modNPC
END


and in your J.d file, there goes the dialogue (do not include other triggers here than the trigger variable, as it might cause stutter bugs):
CODE
CHAIN
IF ~Global("BioCharHalbo1","GLOBAL",3)~
THEN CXHALBOJ HalboBioChar1.3 //appending to J.dlg
~blah blah blah~
DO ~SetGlobal("BioCharHalbo1","GLOBAL",4)~
== BioChar
~blah blah blah~
EXIT
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