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JDH

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

Topics I've Started

Yet another thing that makes me go Hmmm

15 June 2005 - 12:31 PM

Ok I've been doing it again playing around with NI seeing what I could see. I came across this trigger AreaType(Weather) in a script. I got to thunking does this trigger mean when there is weather ie:Rain/snow/fog what ever, that is what it seems to me to indicate, but I digress ;). I loaded a mod for Yasraena and she makes this comment about weather. Now IIRC she will make the comment weither or not it is raining. So the little hamster in my brain started turning the wheels and I thunked it would be great if she or any other NPC would hold off their comment until it started raining in game. **No offence meant to the writers of Yasraena mod, so far it is a great mod, it is just a personnal thingie for me if somebody is talking about rain I want it to be raining. ;)**

So to get to the point has anybody used the trigger AreaType(WEATHER) before in a script or dialog and what does it do?
Thanks

Edit :I saw the typo in the title my rented fingers seem to working over time. ;)

Creating new spells using DLTCEP

12 June 2005 - 07:48 AM

Is there a tutorial for creating new spell using DLTCEP? I've had DLTCEP for awhile and played around with it changing Dialogs and simple stuff like that, but I wanted to create a couple of new spells:1)wizard improved Lower resistance an area effect spell, having the same effect as lower resistance but instead of one target effect all creatures in the area. 2)Cleric Resist Psionics giving a 50% resistance to psionic attacks.

My problem is when I go to DLTCEP to create a new spell there is all these buttons and choices to make, "Hale" I'm an old Fart, when I was born computers where the size of "stationwagons" ;) If I had somebody sitting over my shoulder and instrucing me on the step by step basics of creating a new spell I could then ask questions of what each button does, why, when to use it and learn how to create a new spell to my specs. But we must deal with the time lag of forums ;)  The improved Lowwer Resistance seems like it would be fairly straight forward, if I had a clue as to what to do. Resist Psionics would be harder, but there is a sword in TOB that gives protection from psionics that might be able help on the writing of Resist Psionics for somebody that knows what they are looking at, and that sure as heck ain't me. :)

Is there somebody that would be willing to write a walkthrough for creating these spells, or point me in the direction of a spell creating tutorial?

Thanks

Dialog help

10 April 2005 - 08:26 AM

I've got a dialog that will be random and can recuring much like the NPC initated flirts,  and then I want a random interaction between NCPs depending on party make up. In the random interaction some of the NPC will have only 1 path of dialog others will have multible random paths. But ONLY 1 NCP to do the interaction at a time. This is what I have writen:

IF~~THEN BEGIN intterupt
SAY~(you are intterupted.)~
IF ~InParty("Jan")
See("Jan")
!StateCheck("Jan",STATE_SLEEPING)~ THEN EXTERN ~JAN25J~janintter1
IF ~InParty("Keldorn")
See("Keldorn")
!StateCheck("Keldorn",STATE_SLEEPING)~ THEN EXTERN ~KELDO25J~kelintter1
IF ~InParty("Anomen")
See("Anomen")
!StateCheck("Anomen",STATE_SLEEPING)~ THEN EXTERN ~ANOME25J~anomeintter1
IF ~RandomNum (2,2)
  InParty("Edwin")
See("Edwin")
!StateCheck("Edwin",STATE_SLEEPING)~ THEN EXTERN ~EDWIN25J~edwinintter1
IF ~RandomNum (2,2)
  InParty("Edwin")
See("Edwin")
!StateCheck("Edwin",STATE_SLEEPING)~ THEN EXTERN ~EDWIN25J~edwinintter2
IF~RandomNum (3,1)
  InParty("Viconia")
See("Viconia")
!StateCheck("Viconia",STATE_SLEEPING)~ THEN EXTERN ~VICON25J~vicintter3
IF ~RandomNum (3,2)
  InParty("Viconia")
See("Viconia")
!StateCheck("Viconia",STATE_SLEEPING)~ THEN EXTERN ~VICON25J~vicintter1
IF ~RandomNum (3,3)
  InParty("Viconia")
See("Viconia")
!StateCheck("Viconia",STATE_SLEEPING)~ THEN EXTERN ~VICON25J~vicintter2
IF ~InParty("Mazzy")
See("Mazzy")
!StateCheck("Mazzy",STATE_SLEEPING)~ THEN EXTERN ~MAZZY25J~mazintter1
IF ~InParty("Nalia")
See("Nalia")
!StateCheck("Nalia",STATE_SLEEPING)~ THEN EXTERN ~NALIA25J~naliaintter1
IF ~RandomNum (2,1)
  InParty("HaerDalis")
See("HaerDalis")
!StateCheck("HaerDalis",STATE_SLEEPING)~ THEN EXTERN ~HAERD25J~haedintter1
IF ~RandomNum (2,2)
  InParty("HaerDalis")
See("HaerDalis")
!StateCheck("HaerDalis",STATE_SLEEPING)~ THEN EXTERN ~HAERD25J~haedintter2
IF ~RandomNum (4,1)
  InParty("Minsc")
See("Minsc")
Global("Mintterrupt","GLOBAL",1)
!StateCheck("Minsc",STATE_SLEEPING)~ THEN EXTERN ~MINSC25J~minscintter1
IF ~RandomNum (4,2)
  InParty("Minsc")
See("Minsc")
!StateCheck("Minsc",STATE_SLEEPING)~ THEN EXTERN ~MINSC25J~minscintter2
IF ~RandomNum (4,3)
  InParty("Minsc")
See("Minsc")
Global("Mintterrupt","GLOBAL",1)
!StateCheck("Minsc",STATE_SLEEPING)~ THEN EXTERN ~MINSC25J~minscintter3
IF ~RandomNum (4,4)
  InParty("Minsc")
See("Minsc")
Global("Mintterrupt","GLOBAL",1)
!StateCheck("Minsc",STATE_SLEEPING)~ THEN EXTERN ~MINSC25J~minscintter4
IF ~RandomNum (4,1)
  InParty("Jaheira")
See("Jaheira")
!StateCheck("Jaheira",STATE_SLEEPING)~ THEN EXTERN ~JAHEI25J~jahintter1
IF ~RandomNum (4,2)
  InParty("Jaheira")
See("Jaheira")
!StateCheck("Jaheira",STATE_SLEEPING)~ THEN EXTERN ~JAHEI25J~jahintter2
IF ~RandomNum (4,3)
  InParty("Jaheira")
See("Jaheira")
!StateCheck("Jaheira",STATE_SLEEPING)~ THEN EXTERN ~JAHEI25J~jahintter1
IF ~RandomNum (4,4)
  InParty("Jaheira")
See("Jaheira")
!StateCheck("Jaheira",STATE_SLEEPING)~ THEN EXTERN ~JAHEI25J~jahintter2
END


I have tested it , with several of the NPC's in my party that have the opportunity to interact but so far I have only had Jaheira do the interaction, I have run the dialog enough times that satisticaly if another NCP interaction could have fired it would have.  When I originaly wrote the dialog I had each one of the interactions as a random ie: RandomNum (20,1) but I would sometimes get "No valid reply" on my text screen when the dialog fired. IE: The RandomNum chosen by the game was let's say (20,2) which would have been Keldorn but he wasn't in the party. Will I have to write the dialog for every comination of party make up that the Party could be with those NCP's (Please say I don't cause there are a "Hale" of a lot of combinations of party make up with 10 NPC's involed.) :)

Resolve lable problem

26 March 2005 - 04:35 PM

I'm compliling some .d's and I'm getting a cannot resolve label. I know what that means the problem I am having is the lable list scrolls by so fast I can't read what lable cannot be resolved. By the time the scrolling stops the first lable I can see is 325, that means I got 324 lables that I can't see plus the line that tells me what lable cannot be resolved. I got Weudi set at 50 lines but that still is not enough for me to fine out what label can't be resolved. Is there any way to slow the scrolling down or scroll up on the weidu screen so I can see which label I need to fix?

Pardon the typo in the title I seem to be using rented fingers today. ;)

intoxication exactly how does it work in the game?

19 February 2005 - 11:04 AM

I was wondering how intoxication works in the game. I see that it is listed as a STATS IDS, #31 I believe. I 'm using NI and did a search of Intoxication in BCS and got some wish.BCS, but that didn't show me how it works in the game. I'm assuming that there is a number factor for it like other stats. But, I can't find an example of how it is used in the game. I know that if a PC or NPC has a few drinks at a tavern the Intox. Icon pops up on thier picture, but is it a true stat or state like when other icons pop up on their pictures. Has anbody seen or have examples of how it is used in the game?
Thanks