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Problems with RUMORx dialogues


devSin

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BioWare got lazy with the rumor dialogues outside of Athkatla, such that there are occassions where no state will be true (if you've ever been to Imnesvale, you get a bunch of "blank" rumors). You can look in FixPack.D to see how I changed this (for ~RUMORx~ and the SET_WEIGHTs at the end), but it may not be the best way (I added some triggers to kill certain rumors at inappropriate times, for instance).

 

Also, the triggers to check whether Deirex was dead in Ust Natha were wrong ("deirex" instead of "jarlich," or something).

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I did. About a year ago. But it's all about the Tp2 patch crap these days.

REPLACE ~RUMORA~
IF WEIGHT #0 ~RandomNum(5,1)
!Dead("KALAHILLUSION")~ 0
 SAY #33917
 IF ~~ EXIT
END

IF WEIGHT #13 ~RandomNum(10,1)~ 1
 SAY #33918
 IF ~~ EXIT
END

IF WEIGHT #14 ~RandomNum(10,2)~ 2
 SAY #33919
 IF ~~ EXIT
END

IF WEIGHT #15 ~RandomNum(10,3)~ 3
 SAY #33921
 IF ~~ EXIT
END

IF WEIGHT #1 ~RandomNum(5,2)
GlobalLT("BEHOLDERPLOT","GLOBAL",2)~ 4
 SAY #33925
 IF ~~ EXIT
END

IF WEIGHT #16 ~RandomNum(10,4)~ 5
 SAY #33926
 IF ~~ EXIT
END

IF WEIGHT #17 ~RandomNum(10,5)~ 6
 SAY #32080
 IF ~~ EXIT
END

IF WEIGHT #18 ~RandomNum(10,6)~ 7
 SAY #33929
 IF ~~ EXIT
END

IF WEIGHT #19 ~RandomNum(10,7)~ 8
 SAY #33931
 IF ~~ EXIT
END

IF WEIGHT #20 ~RandomNum(5,3)
Global("PCSPHERE","GLOBAL",0)~ 9
 SAY #33932
 IF ~~ EXIT
END

IF WEIGHT #2 ~RandomNum(5,4)
Global("MURDERSSOLVED","GLOBAL",0)~ 10
 SAY #33933
 IF ~~ EXIT
END

IF WEIGHT #21 ~RandomNum(10,8)~ 11
 SAY #33934
 IF ~~ EXIT
END

IF WEIGHT #22 ~RandomNum(10,9)~ 12
 SAY #33939
 IF ~~ EXIT
END

IF WEIGHT #23 ~RandomNum(10,10)~ 13
 SAY #33940
 IF ~~ EXIT
END

IF WEIGHT #24 ~RandomNum(5,5)
GlobalLT("CHAPTER","GLOBAL",4)~ 14
 SAY #33941
 IF ~~ EXIT
END
END

REPLACE ~RUMORI~
IF ~RandomNum(6,1)
Global("VILLAGESAVED","GLOBAL",0)
Global("OGREALLIANCE","GLOBAL",0)~ 0
 SAY #33959
 IF ~~ EXIT
END

IF ~RandomNum(2,1)
Global("OGREALLIANCE","GLOBAL",1)~ 1
 SAY #33960
 IF ~~ EXIT
END

IF ~RandomNum(6,2)
Global("VILLAGESAVED","GLOBAL",0)~ 2
 SAY #33961
 IF ~~ EXIT
END

IF ~RandomNum(4,1)
Global("VILLAGESAVED","GLOBAL",1)~ 3
 SAY #33963
 IF ~~ EXIT
END

IF ~RandomNum(3,1)
!Global("RANGERPROTECTOR","GLOBAL",4)~ 4
 SAY #33964
 IF ~~ EXIT
END

IF ~RandomNum(3,2)
Global("RANGERPROTECTOR","GLOBAL",0)~ 5
 SAY #33965
 IF ~~ EXIT
END

IF ~True()~ 6
 SAY #33966
 IF ~~ EXIT
END

IF ~RandomNum(6,3)
Global("VILLAGESAVED","GLOBAL",0)~ 7
 SAY #33968
 IF ~~ EXIT
END

IF ~RandomNum(4,2)
Global("VILLAGESAVED","GLOBAL",1)~ 8
 SAY #33969
 IF ~~ EXIT
END
END

REPLACE ~RUMORP~
IF ~RandomNum(6,1)~ 0
 SAY #33977
 IF ~~ EXIT
END

IF ~RandomNum(6,2)~ 1
 SAY #33978
 IF ~~ EXIT
END

IF ~RandomNum(6,3)~ 2
 SAY #33980
 IF ~~ EXIT
END

IF ~RandomNum(6,4)~ 3
 SAY #33982
 IF ~~ EXIT
END

IF ~RandomNum(6,5)~ 4
 SAY #33983
 IF ~~ EXIT
END

IF ~RandomNum(6,6)~ 5
 SAY #33984
 IF ~~ EXIT
END

IF ~RandomNum(2,1)
!Dead("PIRMUR01")~ 6
 SAY #33985
 IF ~~ EXIT
END
END

REPLACE ~RUMORT~
IF ~RandomNum(8,1)
!Dead("TRFUED01")
!Dead("TRFUED05")~ 0
 SAY #33970
 IF ~~ EXIT
END

IF ~RandomNum(4,1)~ 1
 SAY #33971
 IF ~~ EXIT
END

IF ~RandomNum(6,1)
!Dead("CEFALD01")~ 2
 SAY #33972
 IF ~~ EXIT
END

IF ~RandomNum(8,2)
Dead("CEFALD01")~ 3
 SAY #33973
 IF ~~ EXIT
END

IF ~RandomNum(6,2)
!Dead("TRRAK01")~ 4
 SAY #33974
 IF ~~ EXIT
END

IF ~RandomNum(4,2)~ 5
 SAY #33975
 IF ~~ EXIT
END

IF ~RandomNum(4,3)~ 6
 SAY #33976
 IF ~~ EXIT
END

IF ~RandomNum(4,4)~ 7
 SAY #58801
 IF ~~ EXIT
END

IF ~RandomNum(6,3)
Global("GENIESGONE","GLOBAL",0)~ 8
 SAY #58802
 IF ~~ EXIT
END

IF ~RandomNum(8,3)
Global("GENIESGONE","GLOBAL",1)~ 9
 SAY #58803
 IF ~~ EXIT
END

IF ~RandomNum(6,4)
Global("TANNEREXPOSED","GLOBAL",1)~ 10
 SAY #58804
 IF ~~ EXIT
END

IF ~RandomNum(8,4)
!InParty("MAZZY")~ 11
 SAY #58805
 IF ~~ EXIT
END
END

REPLACE ~RUMORU~
IF ~RandomNum(7,1)~ 0
 SAY #58772
 IF ~~ EXIT
END

IF ~RandomNum(7,2)~ 1
 SAY #58773
 IF ~~ EXIT
END

IF ~RandomNum(2,1)
GlobalGT("MATRONJOB","GLOBAL",0)~ 2
 SAY #58774
 IF ~~ EXIT
END

IF ~RandomNum(7,3)~ 3
 SAY #58775
 IF ~~ EXIT
END

IF ~RandomNum(7,4)~ 4
 SAY #58776
 IF ~~ EXIT
END

IF ~RandomNum(7,5)~ 5
 SAY #58777
 IF ~~ EXIT
END

IF ~RandomNum(7,6)~ 6
 SAY #58778
 IF ~~ EXIT
END

IF ~RandomNum(3,1)
!Dead("JARLICH")~ 7
 SAY #58779
 IF ~~ EXIT
END

IF ~RandomNum(7,7)~ 8
 SAY #58780
 IF ~~ EXIT
END

IF ~RandomNum(3,1)
Dead("JARLICH")~ 9
 SAY #58781
 IF ~~ EXIT
END
END

SET_WEIGHT ~RUMORA~ 1 #15
SET_WEIGHT ~RUMORA~ 2 #16
SET_WEIGHT ~RUMORA~ 3 #17
SET_WEIGHT ~RUMORA~ 5 #18
SET_WEIGHT ~RUMORA~ 6 #19
SET_WEIGHT ~RUMORA~ 7 #20
SET_WEIGHT ~RUMORA~ 8 #21
SET_WEIGHT ~RUMORA~ 9 #13
SET_WEIGHT ~RUMORA~ 11 #22
SET_WEIGHT ~RUMORA~ 12 #23
SET_WEIGHT ~RUMORA~ 13 #24
SET_WEIGHT ~RUMORA~ 14 #14

SET_WEIGHT ~RUMORI~ 0 #0
SET_WEIGHT ~RUMORI~ 1 #5
SET_WEIGHT ~RUMORI~ 2 #1
SET_WEIGHT ~RUMORI~ 3 #3
SET_WEIGHT ~RUMORI~ 4 #7
SET_WEIGHT ~RUMORI~ 5 #6
SET_WEIGHT ~RUMORI~ 6 #8
SET_WEIGHT ~RUMORI~ 7 #2
SET_WEIGHT ~RUMORI~ 8 #4

SET_WEIGHT ~RUMORP~ 0 #1
SET_WEIGHT ~RUMORP~ 1 #2
SET_WEIGHT ~RUMORP~ 2 #3
SET_WEIGHT ~RUMORP~ 3 #4
SET_WEIGHT ~RUMORP~ 4 #5
SET_WEIGHT ~RUMORP~ 5 #6
SET_WEIGHT ~RUMORP~ 6 #0

SET_WEIGHT ~RUMORT~ 0 #4
SET_WEIGHT ~RUMORT~ 1 #8
SET_WEIGHT ~RUMORT~ 2 #0
SET_WEIGHT ~RUMORT~ 3 #1
SET_WEIGHT ~RUMORT~ 4 #7
SET_WEIGHT ~RUMORT~ 5 #9
SET_WEIGHT ~RUMORT~ 6 #10
SET_WEIGHT ~RUMORT~ 7 #11
SET_WEIGHT ~RUMORT~ 8 #2
SET_WEIGHT ~RUMORT~ 9 #3
SET_WEIGHT ~RUMORT~ 10 #5
SET_WEIGHT ~RUMORT~ 11 #6

SET_WEIGHT ~RUMORU~ 0 #3
SET_WEIGHT ~RUMORU~ 1 #4
SET_WEIGHT ~RUMORU~ 2 #0
SET_WEIGHT ~RUMORU~ 3 #5
SET_WEIGHT ~RUMORU~ 4 #6
SET_WEIGHT ~RUMORU~ 5 #7
SET_WEIGHT ~RUMORU~ 6 #8
SET_WEIGHT ~RUMORU~ 7 #1
SET_WEIGHT ~RUMORU~ 8 #9
SET_WEIGHT ~RUMORU~ 9 #2

As the thread title implies, it was quite an adventure to re-weight all of these.

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The following update to the RUMORA resolves an issue whereby some of the generic rumor entries were being shadowed by the Chapter 3+ entries:

REPLACE ~RUMORA~
IF WEIGHT #0 ~RandomNum(5,1)
!Dead("KALAHILLUSION")~ 0
 SAY #33917
 IF ~~ EXIT
END

IF WEIGHT #13 ~RandomNum(8,1)~ 1
 SAY #33918
 IF ~~ EXIT
END

IF WEIGHT #14 ~RandomNum(8,2)~ 2
 SAY #33919
 IF ~~ EXIT
END

IF WEIGHT #15 ~RandomNum(8,3)~ 3
 SAY #33921
 IF ~~ EXIT
END

IF WEIGHT #1 ~RandomNum(5,2)
GlobalLT("BEHOLDERPLOT","GLOBAL",2)~ 4
 SAY #33925
 IF ~~ EXIT
END

IF WEIGHT #16 ~RandomNum(10,1)~ 5
 SAY #33926
 IF ~~ EXIT
END

IF WEIGHT #17 ~RandomNum(10,2)~ 6
 SAY #32080
 IF ~~ EXIT
END

IF WEIGHT #18 ~RandomNum(8,4)~ 7
 SAY #33929
 IF ~~ EXIT
END

IF WEIGHT #19 ~RandomNum(8,5)~ 8
 SAY #33931
 IF ~~ EXIT
END

IF WEIGHT #20 ~RandomNum(5,3)
Global("PCSPHERE","GLOBAL",0)~ 9
 SAY #33932
 IF ~~ EXIT
END

IF WEIGHT #2 ~RandomNum(5,4)
Global("MURDERSSOLVED","GLOBAL",0)~ 10
 SAY #33933
 IF ~~ EXIT
END

IF WEIGHT #21 ~RandomNum(8,6)~ 11
 SAY #33934
 IF ~~ EXIT
END

IF WEIGHT #22 ~RandomNum(8,7)~ 12
 SAY #33939
 IF ~~ EXIT
END

IF WEIGHT #23 ~RandomNum(8,8)~ 13
 SAY #33940
 IF ~~ EXIT
END

IF WEIGHT #24 ~RandomNum(10,3)~ 14
 SAY #33941
 IF ~~ EXIT
END
END

// This just explicitly sets the weight of every top-level state, instead of letting WeiDU pick the weights
SET_WEIGHT ~RUMORA~ 0 #0
SET_WEIGHT ~RUMORA~ 1 #15
SET_WEIGHT ~RUMORA~ 2 #16
SET_WEIGHT ~RUMORA~ 3 #17
SET_WEIGHT ~RUMORA~ 4 #1
SET_WEIGHT ~RUMORA~ 5 #18
SET_WEIGHT ~RUMORA~ 6 #19
SET_WEIGHT ~RUMORA~ 7 #20
SET_WEIGHT ~RUMORA~ 8 #21
SET_WEIGHT ~RUMORA~ 9 #13
SET_WEIGHT ~RUMORA~ 10 #2
SET_WEIGHT ~RUMORA~ 11 #22
SET_WEIGHT ~RUMORA~ 12 #23
SET_WEIGHT ~RUMORA~ 13 #24
SET_WEIGHT ~RUMORA~ 14 #14
SET_WEIGHT ~RUMORA~ 15 #8
SET_WEIGHT ~RUMORA~ 16 #9
SET_WEIGHT ~RUMORA~ 17 #10
SET_WEIGHT ~RUMORA~ 18 #11
SET_WEIGHT ~RUMORA~ 19 #12
SET_WEIGHT ~RUMORA~ 20 #3
SET_WEIGHT ~RUMORA~ 21 #4
SET_WEIGHT ~RUMORA~ 22 #5
SET_WEIGHT ~RUMORA~ 23 #6
SET_WEIGHT ~RUMORA~ 24 #7

This update will shadow the three pre-Chapter 4 entries after Chapter 3, and leave the generic entries available throughout the length of the game.

Link to comment

This is a final update. Changes the triggers for some states to be more legit (no more stupid shadowing of some options). The Dead() checks for Lassal are changed so they won't fail if he turns into a bat or some other game-breaking nonsense.

REPLACE ~RUMORA~
IF WEIGHT #0 ~RandomNum(5,1)
!Dead("KALAHILLUSION")~ 0
 SAY #33917
 IF ~~ EXIT
END

IF WEIGHT #13 ~RandomNum(8,1)~ 1
 SAY #33918
 IF ~~ EXIT
END

IF WEIGHT #14 ~RandomNum(8,2)~ 2
 SAY #33919
 IF ~~ EXIT
END

IF WEIGHT #15 ~RandomNum(8,3)~ 3
 SAY #33921
 IF ~~ EXIT
END

IF WEIGHT #1 ~RandomNum(5,2)
GlobalLT("BEHOLDERPLOT","GLOBAL",2)~ 4
 SAY #33925
 IF ~~ EXIT
END

IF WEIGHT #16 ~RandomNum(4,1)
!Dead("ARAN")
GlobalLT("LASSALVAMPIRES","GLOBAL",3)~ 5
 SAY #33926
 IF ~~ EXIT
END

IF WEIGHT #17 ~RandomNum(4,2)
!Dead("ARAN")
GlobalLT("LASSALVAMPIRES","GLOBAL",3)~ 6
 SAY #32080
 IF ~~ EXIT
END

IF WEIGHT #18 ~RandomNum(8,4)~ 7
 SAY #33929
 IF ~~ EXIT
END

IF WEIGHT #19 ~RandomNum(8,5)~ 8
 SAY #33931
 IF ~~ EXIT
END

IF WEIGHT #20 ~RandomNum(5,3)
Global("PCSPHERE","GLOBAL",0)~ 9
 SAY #33932
 IF ~~ EXIT
END

IF WEIGHT #2 ~RandomNum(5,4)
Global("MURDERSSOLVED","GLOBAL",0)~ 10
 SAY #33933
 IF ~~ EXIT
END

IF WEIGHT #21 ~RandomNum(8,6)~ 11
 SAY #33934
 IF ~~ EXIT
END

IF WEIGHT #22 ~RandomNum(8,7)~ 12
 SAY #33939
 IF ~~ EXIT
END

IF WEIGHT #23 ~RandomNum(8,8)~ 13
 SAY #33940
 IF ~~ EXIT
END

IF WEIGHT #24 ~RandomNum(4,3)
!Dead("ARAN")
GlobalLT("LASSALVAMPIRES","GLOBAL",3)~ 14
 SAY #33941
 IF ~~ EXIT
END

IF WEIGHT #8 ~RandomNum(10,1)
GlobalGT("LASSALVAMPIRES","GLOBAL",2)~ 15
 SAY #33948
 IF ~~ EXIT
END

IF WEIGHT #9 ~RandomNum(10,2)
GlobalGT("LASSALVAMPIRES","GLOBAL",2)~ 16
 SAY #33950
 IF ~~ EXIT
END

IF WEIGHT #10 ~RandomNum(10,3)
GlobalGT("LASSALVAMPIRES","GLOBAL",2)~ 17
 SAY #33951
 IF ~~ EXIT
END

IF WEIGHT #11 ~RandomNum(10,4)
GlobalGT("LASSALVAMPIRES","GLOBAL",2)~ 18
 SAY #33952
 IF ~~ EXIT
END

IF WEIGHT #12 ~RandomNum(10,5)
GlobalGT("LASSALVAMPIRES","GLOBAL",2)~ 19
 SAY #33953
 IF ~~ EXIT
END
END

The SET_WEIGHTs are unchanged (i.e., leave them in).

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