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JDH

Member Since 26 May 2004
Offline Last Active Apr 06 2009 12:50 PM

Posts I've Made

In Topic: Yet another thing that makes me go Hmmm

15 June 2005 - 12:54 PM

The AreaType trigger does not work like that. I believe it merely checks that the area *has* weather, if you get my meaning. 

The areatype.ids looks like this:

1 OUTDOOR
2 DAYNIGHT
4 WEATHER
8 CITY
16 FOREST
32 DUNGEON
64 EXTENDEDNIGHT
128 CANRESTOTHER


So, for example with AreaType you could check if the area is a forest location for a banter about bunnies. ;)

There is not check for if it rains, is sunny or snows. What you can do is to set the weather you like with Weather() action and then trigger the banter about it.

-Meira

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Thanks guys I no longer have to go Hmmm ;)
Meira, I see theareatype.ids now that irriatates me, I ran a search in NI of the word weather for IDS, 2DAs, and BCS and the only thing that came up was the script. If'in I'd have seen the IDS I would have figured that it wasn't a trigger for rain. JDH Makes mental note to self ask on the forums, before trusting NI search. ;)

In Topic: Creating new spells using DLTCEP

15 June 2005 - 12:20 PM

Thanks I printed out your reply and will try it when I get home after work.
JDH

In Topic: Dialog help

10 April 2005 - 11:28 AM

That's what I was afraid of. :(

at least 10 random blocks each with a differant NCP at the bottom, then working their way up in a differant order.

For every combination I'd need what 100 blocks to cover all 10 NPC's with each block having differant order. :o

I thunk I'll just do it in 5 random blocks and mix the order of the NPC ups let the dialog fall where it may ;)

In Topic: Resolve lable problem

10 April 2005 - 05:58 AM

The debug file only works if you have made a.tp2, I finally solved it by the old fashioned way. re-check each dialog line by hand. But if you have writen at .tp2 then you are correct the debug file lists everything.

In Topic: intoxication exactly how does it work in the game?

19 February 2005 - 01:05 PM

IntoxCon.2DA lists the modifiers for intoxication. The INTOXICATION_RATE column is how intoxicated a PC is after one drink (based on constitution). IntoxMod.2DA lists the effects for each level of intoxication (from 0-100). The "drunk" cut-off rate is 50 (so, a character with 4 constitution will be drunk after one drink, whereas a character with 15 constitution can have 5 drinks before getting drunk).

You would use CheckStat(GT|LT)(Object,IntoxAmount,INTOXICATION) to find out whether a character was drunk. So, for Player1, you could do something like CheckStatGT(Player1,49,INTOXICATION).

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Thanks, I'm assuming it works the same for NPC's. Now that I, think I see how it works I'll have to try and  do something with it., prehaps I'll make a NPC that will dog-slap your PC if they get to drunk. ;)  I was pidlin' around and saw intxoication as a stat but couldn't find and examples of how it was used.