Am a newbie....it is 4 in the morning...please do not laugh too loudly. If I use those two below as replies to the PC, will the first one make the NPC leave forever and the second lead into his P dialogue? Keeping my fingers crossed....
Thank you in advance!
IF ~~ THEN BEGIN TIPC1.7
SAY ~What?! You galley-whipped short-knickers! Tiax the grand will not stand to be cast aside! He shall ascend without your bumbling sneakery! The Great Tiax, betrayed on all sides by those seeking to undermine his coming rule, casts aside the refuse he once called his slaves! Mindless fools! Breathe deep and fill your ill-fated lungs with the salty airs of your sorry destiny!~
IF ~~ THEN DO ~LeaveParty()
EscapeArea()
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN TIPC1.8
SAY ~Yes, yes, the all-seeing Tiax thinks that his leaving would be best. He must finalize his stratagems and consult in secret with Cyric. You shall, of course, meet the Great Tiax again, at which point I will make my grand ascension and appoint you to your rightful place as whipper of the slaves and faithless.~
IF ~~ THEN DO ~LeaveParty()
SetDialog("TiaxP")
END
Erm...does it look...OK?
Started by
-Ashara-
, Oct 21 2003 01:53 AM
5 replies to this topic
#1 -Ashara-
Posted 21 October 2003 - 01:53 AM
#2 -Ghreyfain-
Posted 21 October 2003 - 02:59 AM
There's a section on this in my NPC tutorial.
http://www.spellhold...orials/weidunpc
The section on *P.dlg is what you're looking for.
http://www.spellhold...orials/weidunpc
The section on *P.dlg is what you're looking for.
#3 -Ashara-
Posted 21 October 2003 - 03:16 AM
Yes, that's where I started, but I do not see the global set in the joining dialogue...
IF ~~ THEN BEGIN 5 // from: 6.1 2.0 1.0 0.0
SAY #641 /* ~'Twas fated by Cyric to be so. Let us go forth and make short work of your tasks, for greater things will need attendance.~ */
IF ~~ THEN DO ~JoinParty()
~ JOURNAL #4371 /* ~I have met and joined with a gnome named Tiax. I am to help him rule the world (though I quite think he is off his rocker). ~ */ EXIT
END
so I am not sure if it will be
~ DO ~SetGlobal("TiaxJoined","LOCALS",0)~ EXIT
after PC's "go away, I do not want you any more" reply in PC-Tiax dialogue.
Instead I GOTO'd PC's "go away, I do not want you any more" to Tiax's reply and ended Tiax's remarque in the same way it was ended in P...
If I convert to TUTU first before extracting dialogues, will that add globals?
If I still want Tiax to reply, can I use the DO sequence with hopefully TUTU produced Global after Tiax's words?
IF ~~ THEN BEGIN 5 // from: 6.1 2.0 1.0 0.0
SAY #641 /* ~'Twas fated by Cyric to be so. Let us go forth and make short work of your tasks, for greater things will need attendance.~ */
IF ~~ THEN DO ~JoinParty()
~ JOURNAL #4371 /* ~I have met and joined with a gnome named Tiax. I am to help him rule the world (though I quite think he is off his rocker). ~ */ EXIT
END
so I am not sure if it will be
~ DO ~SetGlobal("TiaxJoined","LOCALS",0)~ EXIT
after PC's "go away, I do not want you any more" reply in PC-Tiax dialogue.
Instead I GOTO'd PC's "go away, I do not want you any more" to Tiax's reply and ended Tiax's remarque in the same way it was ended in P...
If I convert to TUTU first before extracting dialogues, will that add globals?
If I still want Tiax to reply, can I use the DO sequence with hopefully TUTU produced Global after Tiax's words?
#4
Posted 21 October 2003 - 11:44 AM
If I convert to TUTU first before extracting dialogues, will that add globals?
If I still want Tiax to reply, can I use the DO sequence with hopefully TUTU produced Global after Tiax's words?
This is wishful thinking. As I saw it, TUTU extracts the files to the BGII override folder for use in the BG2 engine but does not alter these files, at least not to the "SetGlobal()" level.
Alan M.C.
#5 -Ashara-
Posted 21 October 2003 - 04:57 PM
It is not a wishfull thinking, Alan, it is simply a question. As of now I have BG1 and BG2 installed on two different machines, and I just wanted to know if what I am doing is correct, and if there anything I can do to make it correct.
#6 -Ghreyfain-
Posted 21 October 2003 - 05:51 PM
I take it you're trying to do this because as it is the dialogues don't work?
You'd have to add the SetGlobal() action to the dialogue, using the REPLACE_ACTION_TEXT command.
You'd have to add the SetGlobal() action to the dialogue, using the REPLACE_ACTION_TEXT command.