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#1
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany ![]() |
Hi everyone,
I have somehow troubles to get a working script for banters between my mod-NPC and the ingame NPCs. Before I start scanning through the existing mod-NPCs (in the hope to identify the banter-triggering script), how is your banter script? Could you post it here for me? ![]() Thanks! EDIT: I'm asking for BGII, btw. This post has been edited by jastey: Nov 22 2004, 08:32 AM |
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#2
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Forum Member Posts: 28 Joined: 22-July 04 ![]() |
QUOTE(jastey @ Nov 5 2004, 02:03 PM) Before I start scanning through the existing mod-NPCs (in the hope to identify the banter-triggering script), how is your banter script? Could you post it here for me? ![]() Well, no, that's actually what you should be doing first. That, and reading Blue's banter tutorial: http://forums.pocketplane.net/index.php?topic=61.0 Banters are governed by the DLGs listed in INTERDIA.2DA. There is a mechanism in the game which starts banters every so often. It is not fully understood how often or exactly when it runs, but the upshot is that it calls a DLG from INTERDIA, as though you had issued an Interact() scripting command. When this "banter timer" fires, or Interact() is called on a DLG, it looks for a valid state trigger in that DLG. Which is why state triggers for banters tend to be of the sort that say "Do I see someone else I want to talk to here? And have we done this banter before?" Running Infinity Explorer on the Bxxxx series of DLGs, and looking at a mod such as the Banter Pack, should line this up pretty well for you. This post has been edited by jcompton: Nov 5 2004, 06:38 PM -------------------- "[I]t's a testament to the determined RPG fraternity that a number of Baldur's Gate II mods have been successfully produced. The best can be found at pocketplane.net." - PC Gamer UK
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