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Rhonwyn NPC


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#21 witya

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Posted 03 November 2008 - 06:16 AM

And good luck to your mod too, Ithilian. ^^


Thanks for the support, people, the mage script is working now fine. (and he's killing my low level test party ^^)
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#22 Thanatos.

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Posted 04 November 2008 - 12:36 AM

:cheers: :clap:

#23 witya

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Posted 07 November 2008 - 04:24 PM

I have one question concerning romance talks and banters. What condition should I check for if I want it to fire after resting?

I'm making some progress with the romance talks btw. I have 10 talks so far, some of them shorter, others longer. Probably I will rewrite the first 1-2 talks, but I'm satisfied with the others so far. I plan to have 20-25, though I don't know the exact numbers yet...

I've also recorded a simple sample of music on guitar, just to show you what kind of mood I'm looking for. It's Rhonwyn's sad theme. It's nothing special, but theme songs are not supposed to be very outstanding anyway, I guess.

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Edited by witya, 07 November 2008 - 04:25 PM.

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#24 Icendoan

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Posted 07 November 2008 - 04:31 PM

PartyRested() is the one, I think.

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#25 witya

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Posted 07 November 2008 - 04:44 PM

Ok, thanks, I'll try that.
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#26 cmorgan

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Posted 08 November 2008 - 08:40 AM

Just a note, you probably already know this, but just in case... you might want to set that on the script, and have the talk fire on just the single variable. There is some good stuff to look at in BG1NPC dealing with both on-rest and after-rest talks.

These two are .bcs extensions that are set up to fire after the party has rested:
/* lullibye talk for male */
IF %BGT_VAR%
  PartyRested()
  Global("P#Lulm","GLOBAL",0)
  Alignment("coran",CHAOTIC_GOOD)
  Global("P#CoranHasBaby","GLOBAL",1)
  Gender(Player1,MALE)
  InParty(Myself)
  CombatCounter(0)
  !See([ENEMY])
  InMyArea(Player1)
  !StateCheck(Player1,CD_STATE_NOTVALID)
  !StateCheck(Myself,CD_STATE_NOTVALID)
THEN
RESPONSE #100
  SetGlobal("P#Lulm","GLOBAL",1)
END


/* Dynaheir-Branwen talk 1 */
IF %BGT_VAR%
  PartyRested()
  RealGlobalTimerExpired("X#DreamTalk","GLOBAL")
  InParty("minsc")
  InParty("branwen")
  Global("X#DYBR1","GLOBAL",0)
  InParty(Myself)
  !StateCheck("branwen",CD_STATE_NOTVALID)
  !StateCheck(Myself,CD_STATE_NOTVALID)
  !StateCheck("minsc",CD_STATE_NOTVALID)
  CombatCounter(0)
  !See([ENEMY])
THEN
RESPONSE #100
  SetGlobal("X#DYBR1","GLOBAL",1)
END


For the "talks before bed", try using the dreamscript to trigger the talk:

this one is for Dynaheir and PC to have a talk fire outside, looking up at the stars, and the block is added to the dream script which runs at the beginning of resting, rather than the standard .bcs.

IF %BGT_VAR%
  RealGlobalTimerExpired("X#DYLoveTalkTime","GLOBAL")
  RealGlobalTimerExpired("X#DreamTalk","GLOBAL")
  ReputationGT(Player1,11)
  !Global("X#DynaheirRomanceInactive","GLOBAL",1)
  Global("X#DynaheirRomanceActive","GLOBAL",2)
  !Global("X#DynaheirBhaalLoop","GLOBAL",1)
  AreaType(OUTDOOR)
  TimeOfDay(NIGHT)
  Global("X#DYLoveTalk","GLOBAL",35)
  !AreaType(DUNGEON)
  InParty(Myself)
  !StateCheck(Player1,CD_STATE_NOTVALID)
  !StateCheck(Myself,CD_STATE_NOTVALID)
THEN
RESPONSE #100
  RealSetGlobalTimer("X#DreamTalk","GLOBAL",180)
  SetGlobal("X#DYLoveTalk","GLOBAL",36)
  PlaySong(0)
  PlaySound("dyrom2")
  StartDialogueNoSet(Player1)
END

Edited by cmorgan, 08 November 2008 - 08:41 AM.


#27 berelinde

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Posted 08 November 2008 - 02:49 PM

I just want to add that if you are planning on a talk that fires after a before-rest talk, do not include the PartyRested() trigger, or the script will fire the next time the party rests after the one you want.

At some point during most romances, a dialogue fires off the dream script (the one that runs when the player hits the "rest party" button). They talk, the party sleeps (you'll have to include the action RestParty() or the party won't rest, though), and then the party wakes up. The first script blocks to fire will likely not be the ones that have the PartyRested() trigger, so they'll get missed, that pass. If you wanted to ensure that a dialogue fires as soon as the party wakes after a particular night talk, just leave the PartyRested() trigger out. It will still fire as soon as the party wakes.

Sequence:
1 Night talk, ends with RestParty() action
2 party rests
3 morning-after talk fires, no PartyRested() trigger

Edited by berelinde, 08 November 2008 - 02:50 PM.

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#28 witya

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Posted 09 November 2008 - 10:17 AM

Sorry, I forgot to add that. Yes, I'm planning to do an after-rest talk right after a before-rest talk.

So, basicly, I fire off the before-rest talk from the dream script. At the end of this talk I set the variable for the next talk and add the RestParty() action. And if I understand it well, I don't have to reset the timer in the talk fired off by the dreamscript, just in the after-rest talk.
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#29 berelinde

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Posted 09 November 2008 - 02:22 PM

Precisely.

"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde

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#30 witya

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Posted 09 November 2008 - 05:49 PM

It works correctly, thanks. ^^

Everything is fine, except for one minor flaw. Before the before-rest talk starts, the game pauses. I'm testing this in the Copper Coronet, I talk with Bernard, click on the rest button and the game pauses. When I unpause, the talk actually starts and after that, everything works out just fine.

This is the dreamscripts code:

[codebox]IF
InParty(Myself)
RealGlobalTimerExpired("W1RhonLoveTalksTimer","GLOBAL")
Global("W1RhonLoveTalk","GLOBAL",16)
Global("W1RhonwynMusic","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("W1RhonLoveTalk","GLOBAL",17)
StartDialogueNoSet(Player1)
END

IF
InParty(Myself)
RealGlobalTimerExpired("W1RhonLoveTalksTimer","GLOBAL")
Global("W1RhonLoveTalk","GLOBAL",16)
Global("W1RhonwynMusic","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("W1RhonLoveTalk","GLOBAL",20)
RealSetGlobalTimer("W1RhonLoveTalksTimer","GLOBAL",10)
END[/codebox]

Edited by witya, 09 November 2008 - 05:51 PM.

"I love myself and I have no reason to doubt my feelings..."

#31 witya

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Posted 20 November 2008 - 04:37 AM

I'm a bit wrapped up with job interviews and now it seems I can finally get a job. ^^ The downside of this, of course, that I'll have less time to work on this mod. :/ But I won't give up, and luckily, banters are almost finished, the romance is half finished, I have around 10-15 lovetalks left to do, interjections through-out the game and one quest.

After that, I think all I've written will go through a serious quality-checking, as I'm like a dwarf irl, and don't like to give people stuff that I'm not satisfied with. ^^ I'd say, the release of the first version of this mod will be somewhere at the end of 2009 february, or somewhere in march-april.

Edited by witya, 20 November 2008 - 04:39 AM.

"I love myself and I have no reason to doubt my feelings..."

#32 witya

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Posted 12 December 2008 - 12:07 PM

I found some time for writing her story (for example, I've realized, that 3 hours of travelling with a bus is just a good time to spend on dialogue writing xD), so slowly, but I'm progressing with her. Kastor will be finished very soon, so once again I'll have my full attention on Rhonwyn. ^^
"I love myself and I have no reason to doubt my feelings..."

#33 -Death Folder-

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Posted 17 December 2008 - 11:47 PM

Your spirit and hunger for completion (perfection?) is impressive. You have my respect. ^_^

#34 witya

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Posted 18 December 2008 - 09:30 AM

Thx. ^^ I hope you and others can have a complete mod soon too. ^^ Though it's a bit far away for now.
"I love myself and I have no reason to doubt my feelings..."