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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 7 2004, 09:37 PM) ...Er, good point. See, I *know* the code works, yet my problem was that I didn't understand why. I nearly did, now. One more question: I don't understand the meaning of the sentence: "It means that in the scrollback, the words "This is a good reply" will be assigned to whomever is inside the parenthesis." What does this mean for a NPC-NPC banter with included Player1 answers? The answers always appear under the character dialogue string it is assigned to, so what would be the consequences if the above mentioned code is used to call such a dialogue? It means that, when in doubt, it's probably "best", as in, most visually appealing and sensible, to use Player1 unless you have a compelling reason not to do so. In the banter accelerator code, if we have a hypothetical banter that Mazzy starts with Nalia, and the PC has reply lines in there, the result would be that the reply lines would appear to be coming from Mazzy. Note that this ONLY EVER MATTERS when reading the scrollback. If I'm not feeling lazy, someday perhaps I'll change it, now that we've had this long discussion about it. This post has been edited by jcompton: Nov 7 2004, 09:50 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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