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> Remembering a State Check, Dialogues at Rest Time
Sir_Carnifex
post May 20 2008, 04:36 AM
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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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Bearwere
post May 20 2008, 05:13 AM
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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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Sir_Carnifex
post May 20 2008, 06:16 AM
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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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jastey
post May 21 2008, 08:50 AM
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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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Sir_Carnifex
post May 21 2008, 10:13 PM
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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. happy.gif 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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Sir_Carnifex
post May 29 2008, 07:01 AM
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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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Bearwere
post May 29 2008, 07:21 AM
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I don't see any reason why it wouldn't work.
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Sir_Carnifex
post May 29 2008, 10:29 PM
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Yup. I found one in another mod. Now I just have to figure out how it works... glare.gif


--------------------
"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
Go to the top of the page
 
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