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May 23 2008, 11:45 PM
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#1
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Retired team member 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. -------------------- "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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May 28 2008, 10:13 AM
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#2
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Forum Member 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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Sir_Carnifex Appends May 23 2008, 11:45 PM
jastey While typing the general remarks below, I understo... May 26 2008, 08:29 AM
Sir_Carnifex
Problem solved. It turned out I did make a mista... May 26 2008, 06:19 PM
Sir_Carnifex
As long as you mentioned weights, would all the b... May 26 2008, 07:27 PM
jastey The weighted banters come before th unweighted one... May 27 2008, 07:29 AM
Sir_Carnifex Correct. It was a different character who started... May 27 2008, 11:02 PM
Sir_Carnifex Weidu doesn't like that script block. It has ... May 28 2008, 10:25 PM
Bearwere remove the tildes: > , > May 29 2008, 03:35 AM
Sir_Carnifex Ah, thanks! It's working now...until the ... May 29 2008, 04:05 AM
Bearwere because...it their syntax, I think. BCS structure ... May 29 2008, 04:16 AM
jastey Yeah, sorry about that... no tildas around the tri... May 29 2008, 06:59 AM![]() ![]() |
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