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Oct 18 2004, 08:30 PM
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#1
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Hi everyone,
for using I_C_T to put in a remark of my NPC in an existing dialogue, I have to check whether the action triggers (if there are any) in the original dialogue will allow this. So it's obvious that I can't I_C_T if there is an CODE IF ~~ THEN Enemy() because then *my* NPC will turn hostile - whereas the character in game remains standing. This example was quite obvious, but how about other action triggers? "TakePartyGold(100)" for example leads to the person actually *having* these 100 gp (after killing, for example). So, can I I_C_T here, or will it be my NPC (i.e. the group..) getting the money then? And what about TakePartyItem etc. ? Anyone knowing more action triggers for which it's no good idea to I_C_T? Thanks! |
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Oct 19 2004, 02:07 AM
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#2
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Forum Member Posts: 59 Joined: 22-July 04 |
In WeiDU v163, Wes added INTERJECT_COPY_TRANS2 which works exactly as I_C_T but leaves the actions with the original speaker; i.e. you can use it safely in a state with an Enemy() action without it being transferred to the person interjecting.
-------------------- The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release. |
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Oct 19 2004, 07:06 AM
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#3
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
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