Guest Remi Posted November 26, 2007 Share Posted November 26, 2007 I met the requirements, but LT0 isn't happening when I rest - what's the problem? Variables are: X#SHARINTERESTTIME 97879 X#SHARMATCH 1 X#SHARPCTALKS 100483 X#SHARPCTIMERSTARTED 1 X#SHARINTEREST isn't there at all.. is that normal? Link to comment
Kulyok Posted November 26, 2007 Share Posted November 26, 2007 Okay, I'll try to help. Rest in the forest with low reputation; save beforehand and be careful with your replies. Then X#SharInterest will be set to 1, and the romance will slowly start progressing, unless your reputation goes above 10. Link to comment
Guest Remi Posted November 26, 2007 Share Posted November 26, 2007 Well, that's the problem - nothing happens when I rest. I tried it with reputation 8 and 6.. Link to comment
Kulyok Posted November 26, 2007 Share Posted November 26, 2007 In the forest? Try the area where you find her. (GetGlobal("X#ShMale","GLOBAL") - this variable controls this talk. In this talk, X#SharInterest, which is Shar-Teel's RomanceActive variable, sets to 1 or 3, depending on your choice. Then the romance starts.) It should work, unless you had another talk at rest with someone else. Then, wait for about three or four minutes. Link to comment
Guest Remi Posted November 26, 2007 Share Posted November 26, 2007 Solved the problem by removing Xzar and Montaron from party.. Weird:) Link to comment
Kulyok Posted November 26, 2007 Share Posted November 26, 2007 It was probably Monty's dream talk. Link to comment
cmorgan Posted November 27, 2007 Share Posted November 27, 2007 We could set a blocking variable, or an on - off toggle, to prevent this, perhaps? Link to comment
Kulyok Posted November 27, 2007 Share Posted November 27, 2007 I might be misunderstanding your post, but I thought you were the one who supported dream timer? And it's pure dream timer blocking here; nothing else could even interfere. Link to comment
berelinde Posted November 27, 2007 Share Posted November 27, 2007 If it's the dream timer, then one of the talks should fire the first night of camping out, the second, the next night. Link to comment
Kulyok Posted November 27, 2007 Share Posted November 27, 2007 Impossible until the timer has expired. Link to comment
berelinde Posted November 27, 2007 Share Posted November 27, 2007 It's a three minute timer. Chances are good that more than three minutes will have elapsed before the next rest. Link to comment
cmorgan Posted November 27, 2007 Share Posted November 27, 2007 ?? I was looking for a way of making sure both things could happen. Of course I support the DreamTimer - if we need to support both Montaron and SharTeel, perhaps we can manipulate the usage here and allow both to proceed at separate times (if SharTeel is gettng skipped completely, and the LT never fires, this is a Bad Thing ) Link to comment
Guest Guest Posted November 27, 2007 Share Posted November 27, 2007 Dream Timer cannot completely get the talk skipped. It delays it till the next rest. Unless there is a problem with Montaron's talk that prevents it from firing each and every time the party rests, occupying the Dream Slot. It might be worthwhile to look into Montaron's talk variables resetting properly. Link to comment
berelinde Posted November 27, 2007 Share Posted November 27, 2007 Don't see how this can be blamed on Montaron. The code is pretty straightforward. From p#montad.baf: /* Montaron on the art of poison */ IF %BGT_VAR% Global("X#MOPC1","GLOBAL",0) RealGlobalTimerExpired("X#DreamTalk","GLOBAL") InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) InMyArea(Player1) !StateCheck(Player1,CD_STATE_NOTVALID) CombatCounter(0) !See([ENEMY]) AreaType(OUTDOOR) THEN RESPONSE #100 SetGlobal("X#MOPC1","GLOBAL",1) RealSetGlobalTimer("X#MoBackUpTimer","GLOBAL",18) RealSetGlobalTimer("X#DreamTalk","GLOBAL",180) StartDialogueNoSet(Player1) END From x#montaron.d /* Dream Script */ /* Montaron on the art of poison */ IF WEIGHT #-2 ~%BGT_VAR% Global("X#MOPC1","GLOBAL",1)~ THEN BEGIN MOPC1 SAY @0 IF ~~ THEN REPLY @1 DO ~SetGlobal("X#MOPC1","GLOBAL",2)~ GOTO MOPC1.1 IF ~~ THEN REPLY @2 DO ~SetGlobal("X#MOPC1","GLOBAL",2)~ GOTO MOPC1.2 IF ~~ THEN REPLY @3 DO ~SetGlobal("X#MOPC1","GLOBAL",2)~ GOTO MOPC1.3 END IF ~~ THEN BEGIN MOPC1.1 SAY @4 IF ~~ THEN REPLY @3 GOTO MOPC1.3 IF ~~ THEN REPLY @5 GOTO MOPC1.2 END IF ~~ THEN BEGIN MOPC1.2 SAY @6 IF ~~ THEN REPLY @7 GOTO MOPC1.4 IF ~~ THEN REPLY @8 GOTO MOPC1.5 IF ~~ THEN REPLY @3 GOTO MOPC1.3 END IF ~~ THEN BEGIN MOPC1.3 SAY @9 IF ~~ THEN DO ~RestParty()~ EXIT END IF ~~ THEN BEGIN MOPC1.4 SAY @10 IF ~~ THEN REPLY @11 GOTO MOPC1.6 IF ~~ THEN REPLY @3 GOTO MOPC1.3 END IF ~~ THEN BEGIN MOPC1.5 SAY @12 IF ~~ THEN REPLY @11 GOTO MOPC1.6 IF ~~ THEN REPLY @3 GOTO MOPC1.3 END IF ~~ THEN BEGIN MOPC1.6 SAY @13 IF ~~ THEN REPLY @14 GOTO MOPC1.7 IF ~~ THEN REPLY @3 GOTO MOPC1.3 END IF ~~ THEN BEGIN MOPC1.7 SAY @15 IF ~~ THEN DO ~RestParty()~ EXIT END The part where the backup timer gets set can be dropped, since backup timers, in general, seem to have been dropped, but that can run and expire with nothing being the worse for it, since it doesn't seem to be associated with anything. Link to comment
berelinde Posted November 27, 2007 Share Posted November 27, 2007 And just to rule out Shar-Teel, this is from x#shrom.baf. Is it possible that you chose the wrong dialogue choice? /* Interest talks */ IF %BGT_VAR% Global("X#SharMatch","GLOBAL",0) CheckStatGT(Player1,10,CHR) CheckStatGT(Player1,10,STR) Gender(Player1,MALE) !Alignment(Player1,MASK_GOOD) !Alignment(Player1,LAWFUL_NEUTRAL) !Race(Player1,HALFLING) ReputationLT(Player1,10) THEN RESPONSE #100 RealSetGlobalTimer("X#SharInterestTime","GLOBAL",100) SetGlobal("X#SharMatch","GLOBAL",1) END This is from x#shromd.baf: IF %BGT_VAR% RealGlobalTimerExpired("X#SharInterestTime","GLOBAL") RealGlobalTimerExpired("X#DreamTalk","GLOBAL") InParty(Myself) !StateCheck(Player1,CD_STATE_NOTVALID) !StateCheck(Myself,CD_STATE_NOTVALID) HPPercentGT(Player1,95) HPPercentGT("sharteel",95) Global("X#SharInterestTalk","GLOBAL",1) Global("X#SharInterest","GLOBAL",1) ReputationLT(Player1,11) THEN RESPONSE #100 RealSetGlobalTimer("X#DreamTalk","GLOBAL",180) PlaySong(0) PlaySound("shrar") SetGlobal("X#SharInterestTalk","GLOBAL",2) StartDialogueNoSet(Player1) END And this is from x#shrom.d: /* Shar-Teel Interest Talks */ APPEND ~%SHARTEEL_JOINED%~ IF WEIGHT #-2 ~%BGT_VAR% Global("X#SharInterestTalk","GLOBAL",2)~ THEN BEGIN SHRO1 SAY @0 ++ @1 DO ~IncrementGlobal("X#SharInterestTalk","GLOBAL",1) RealSetGlobalTimer("X#SharInterestTime","GLOBAL",SHROM_TIMER) ~ + SHRO1.1 ++ @2 DO ~IncrementGlobal("X#SharInterestTalk","GLOBAL",1) RealSetGlobalTimer("X#SharInterestTime","GLOBAL",SHROM_TIMER) ~ + SHRO1.2 ++ @3 DO ~IncrementGlobal("X#SharInterestTalk","GLOBAL",1) RealSetGlobalTimer("X#SharInterestTime","GLOBAL",SHROM_TIMER) ~ + SHRO1.2 ++ @4 DO ~IncrementGlobal("X#SharInterestTalk","GLOBAL",1) RealSetGlobalTimer("X#SharInterestTime","GLOBAL",SHROM_TIMER) ~ + SHRO1.3 END X#SharInterestTalk is set to 1 here: ///* male PClow rep *//* Interest Talk */ IF WEIGHT #-2 ~%BGT_VAR% Global("X#ShMale","GLOBAL",1)~ THEN BEGIN SHPC4 SAY @52 IF ~ CheckStatGT(Player1,13,CHR) ~ THEN REPLY @53 DO ~SetGlobal("X#ShMale","GLOBAL",2) RealSetGlobalTimer("X#SharInterestTime","GLOBAL",3600) SetGlobal("X#SharInterestTalk","GLOBAL",1)~ GOTO SHPC4.1HIGHCHAR IF ~ !CheckStatGT(Player1,13,CHR) ~ THEN REPLY @53 DO ~SetGlobal("X#ShMale","GLOBAL",2) RealSetGlobalTimer("X#SharInterestTime","GLOBAL",3600) SetGlobal("X#SharInterestTalk","GLOBAL",1)~ GOTO SHPC4.1LOWCHAR IF ~ CheckStatGT(Player1,13,CHR) ~ THEN REPLY @54 DO ~SetGlobal("X#ShMale","GLOBAL",2) RealSetGlobalTimer("X#SharInterestTime","GLOBAL",3600) SetGlobal("X#SharInterestTalk","GLOBAL",1)~ GOTO SHPC4.1HIGHCHAR IF ~ !CheckStatGT(Player1,13,CHR) ~ THEN REPLY @54 DO ~SetGlobal("X#ShMale","GLOBAL",2) RealSetGlobalTimer("X#SharInterestTime","GLOBAL",3600) SetGlobal("X#SharInterestTalk","GLOBAL",1)~ GOTO SHPC4.1LOWCHAR IF ~~ THEN REPLY @55 DO ~SetGlobal("X#ShMale","GLOBAL",2) RealSetGlobalTimer("X#SharInterestTime","GLOBAL",3600) SetGlobal("X#SharInterestTalk","GLOBAL",1)~ GOTO SHPC4.2 IF ~~ THEN REPLY @56 DO ~SetGlobal("X#ShMale","GLOBAL",2) RealSetGlobalTimer("X#SharInterestTime","GLOBAL",3600) SetGlobal("X#SharInterestTalk","GLOBAL",1)~ GOTO SHPC4.3 END And X#SharInterest is set to 1 here, and in other places in the same dialogue: IF ~~ THEN BEGIN SHPC4.3 SAY @64 IF ~~ THEN DO ~RestParty() SetGlobal("X#SharInterest","GLOBAL",3)~ EXIT END Here is the block that triggers that dialogue: /* Interest Talk */ IF %BGT_VAR% ReputationLT(Player1,13) Gender(Player1,MALE) Global("X#ShMale","GLOBAL",0) RealGlobalTimerExpired("X#DreamTalk","GLOBAL") InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) InMyArea(Player1) !StateCheck(Player1,CD_STATE_NOTVALID) CombatCounter(0) !See([ENEMY]) AreaType(FOREST) THEN RESPONSE #100 SetGlobal("X#ShMale","GLOBAL",1) RealSetGlobalTimer("X#DreamTalk","GLOBAL",180) StartDialogueNoSet(Player1) END Link to comment
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