Remembering a State Check, Dialogues at Rest Time |
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Remembering a State Check, Dialogues at Rest Time |
May 20 2008, 04:36 AM
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#1
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Retired team member Posts: 490 Joined: 8-April 08 From: U.S.A |
I can't seem to find the state check for initiating a dialogue during rest. I vaguely recall seeing something like PartyAtRest at one time, but I don't remember where. I tried searching through the IESDP but came up with nothing. Perhaps I was looking in the wrong place. Anyway, if someone can point me in the right direction, that'd be great.
Thanks! This post has been edited by Sir_Carnifex: May 29 2008, 07:02 AM -------------------- "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 20 2008, 05:13 AM
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#2
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Forum Member Posts: 15 Joined: 27-April 08 |
what do you mean, "during rest"? It can happen before rest, or after rest. For the latter - use 0x0093 PartyRested() (http://iesdp.gibberlings3.net/scripting/triggers/bg2triggers.htm), if you need "before" - I don't remember how to do it (or, maybe I never knew=))
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May 20 2008, 06:16 AM
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#3
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Retired team member Posts: 490 Joined: 8-April 08 From: U.S.A |
Ah, poor wording on my part. I meant before rest. I did find the PartyRested(), unfortunately, that's not the one I need.
-------------------- "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 21 2008, 08:50 AM
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#4
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Dialogues at rest (when the player hits the "rest" button) are scripted via the "npcnameD.bcs". The "D" for dream dialogues is actually a script, not a dialogue file, although it is assigned to the pdialog in the tp2. Just create (and compile) a d.baf named as you assigne it via tp2, and put a trigger script block with the dialogue conditions into it. Then the dialogue will be triggered upon rest, if the conditions are met.
Have a look at the romance coding tutorial here, too: Romance Authoring Tutorial, under "Sleep Scripts" Note: For this, do not use the "splitted" method introduced in "How to ensure your banters always run when you want them to. " (for all other NPC-initiated dialogues, I recommend it very much as it helps to prevent stuttering). |
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May 21 2008, 10:13 PM
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#5
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Retired team member Posts: 490 Joined: 8-April 08 From: U.S.A |
It looks like I'll be doing some more learning... right now, that stuff looks like jhglkjhlsadjfh to me. Then again, so did the stuff that I've already done when I first started. I'll get the hang if it eventually.
Thanks for the help. -------------------- "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 29 2008, 07:01 AM
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#6
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Retired team member Posts: 490 Joined: 8-April 08 From: U.S.A |
Sleep dialogues...
Is it possible to have one start with an append to another character's file, then extern into the mod NPC's file and CHAIN the rest of the way? I can't recall having seen this before as every rest talk I've encountered has been initiated by the mod NPC. -------------------- "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 29 2008, 07:21 AM
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#7
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Forum Member Posts: 15 Joined: 27-April 08 |
I don't see any reason why it wouldn't work.
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May 29 2008, 10:29 PM
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#8
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Retired team member Posts: 490 Joined: 8-April 08 From: U.S.A |
Yup. I found one in another mod. Now I just have to figure out how it works...
-------------------- "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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