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> Journal Entry editing, ...it can be so easy...
Valiant
post Dec 14 2007, 08:13 PM
Post #1


3ds Max Mage
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Posts: 663
Joined: 25-December 05
From: Slovensko




Hi folks,

this is for those who want to add some journal entries with their mods, but don´t know how to solve it. So I´m posting here one possible way.

CODE
BEGIN TRY01

IF ~NumTimesTalkedTo(0)~ THEN BEGIN Test
   SAY ~Hello!~
   IF ~~ THEN REPLY ~Hello!~  DO ~SetGlobal("EntryTest","GLOBAL",1)~
   UNSOLVED_JOURNAL %Quest Entry

This should be your quest entry.% EXIT
END

IF ~Global("EntryTest","GLOBAL",1)~ THEN BEGIN Test2
   SAY ~Hello again!~
   IF ~~ THEN REPLY ~Yeah, hi!~ DO ~EraseJournalEntry(%Quest Entry

This should be your quest entry.%)~
   SOLVED_JOURNAL ~Quest Done Entry

This should be your quest done entry. Hope it works!~ EXIT
END


Some may ask why those strange % signs are used. Well it is because WeiDU can´t parse something like this:

CODE
~EraseJournalEntry(~....~)~


During compiling dialog file you would get errors and dialong wouldn´t be compiled at all... This way you "cheat " it (not literally)...smile.gif

I have attached the testing creature and a weidu dialog .d file. Try it yourself. Just put .cre file into override folder and using DLTCEP (most easiest way) compile the dialog .d file. Then fire up BG2 and CLUA console the testing creature into the game. Speak to it first time, then check journal QUEST part. Then speak again to it and check journal QUEST DONE part. You´ll see that the text from QUEST part is removed and QUEST DONE text about completed quest is added instead. It works like a charm.

Attached File  trycre01.cre ( 1.07k ) Number of downloads: 8
Attached File  TRY01.d ( 515bytes ) Number of downloads: 18


This post has been edited by Valiant: Dec 14 2007, 08:15 PM


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Valiant

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