Ok, got a couple of problems I just can't figure out:
First, here are the scripts that set up the romance talks.
IF
Global("ForrestMatch","GLOBAL",0)
Global("CheckForrestMatch","GLOBAL",0)
Gender(Player1,MALE)
!Global("AnotherMaleRomanceActive","GLOBAL",2)
!Global("ForrestRomanceActive","GLOBAL",3)
OR(2)
Alignment(Player1,MASK_GENEUTRAL)
Alignment(Player1,MASK_GOOD)
OR(6)
Race(Player1,HUMAN)
Race(Player1,HALF_ELF)
Race(Player1,ELF)
Race(Player1,HALFLING)
Race(Player1,GNOME)
Race(Player1,HALFORC)
THEN
RESPONSE #100
SetGlobal("ForrestRomanceActive","GLOBAL",1)
SetGlobal("CheckForrestMatch","GLOBAL",1)
SetGlobal("ForrestMatch","GLOBAL",1)
RealSetGlobalTimer("ForrestRomanceTimer","Global",300)
SetGlobal("ForrestLovetalk","GLOBAL",1)
END
IF
Global("ForrestMatch","GLOBAL",1)
Global("ForrestRomanceActive","GLOBAL",1)
OR(2)
Global("ForrestLovetalk","GLOBAL",1)
Global("ForrestLovetalk","GLOBAL",3)
GlobalTimerExpired("ForrestRomanceTimer","GLOBAL")
!AreaType(DUNGEON) // None of the Bioware NPCs will banter in dungeons, and I suggest that modders keep this tradition.
!StateCheck(Player1,STATE_SLEEPING) // How's the PC going to talk if he can't do anything?
InParty(Myself) // Jaheira will actually fire lovetalks if she's not in the party. You don't want your NPC to do that, do you?
See(Player1)
THEN
RESPONSE #100
IncrementGlobal("ForrestLovetalk","GLOBAL",1)
//Interact(Player1)
StartDialog("K#Forre",Player1)
END
IF
OR(2)
Global("ForrestLovetalk","GLOBAL",2)
Global("ForrestLovetalk","GLOBAL",4)
THEN
RESPONSE #100
IncrementGlobal("ForrestLovetalk","GLOBAL",1)
RealSetGlobalTimer("ForrestRomanceTimer","GLOBAL",30)
END
Problem #1 The timing is off in that LT1 triggers almost immediately after he joins.
Problem #2 Lovetalk2 is not triggering at all. (time is set artificially low for testing.)
Any help here would be appreciated.