devSin Posted January 23, 2005 Share Posted January 23, 2005 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). Link to comment
devSin Posted May 2, 2005 Author Share Posted May 2, 2005 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. Link to comment
CamDawg Posted May 2, 2005 Share Posted May 2, 2005 Cheers, I meant to go digging for this. Included in alpha 4. Link to comment
devSin Posted May 4, 2005 Author Share Posted May 4, 2005 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
devSin Posted May 11, 2005 Author Share Posted May 11, 2005 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). Link to comment
CamDawg Posted May 12, 2005 Share Posted May 12, 2005 Sheesh, make up your mind already. Updated for alpha 5. Link to comment
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