jastey Posted April 4, 2019 Share Posted April 4, 2019 In bd0101.bcs, I see the following for the NPC comments while everyone is waiting that the PC is ready to leave for the crusade: First, Corwin has some DisplayStingHeads, with a Continue() for "RESPONSE #220": Spoiler IF Global("bd_mdd010z_ot","bd0101",1) !GlobalTimerNotExpired("bd_mdd010z_ot_timer","bd0101") Global("bd_rohma_banter","bd0101",8) THEN RESPONSE #10 SetGlobalTimer("bd_mdd010z_ot_timer","bd0101",ONE_ROUND) SetGlobal("bd_mdd010z_ot","bd0101",0) DisplayStringHead("bdschael",58179) // Let's go, people, let's go! The crusade's on the move—we should be too! RESPONSE #10 SetGlobalTimer("bd_mdd010z_ot_timer","bd0101",ONE_ROUND) SetGlobal("bd_mdd010z_ot","bd0101",0) DisplayStringHead("bdschael",58180) // Two scouts, six in the vanguard, three on either side and behind. Eight-hour rotation. RESPONSE #10 SetGlobalTimer("bd_mdd010z_ot_timer","bd0101",ONE_ROUND) SetGlobal("bd_mdd010z_ot","bd0101",0) DisplayStringHead("bdschael",58181) // Has anyone seen that lackwit Zarno? Zarno! RESPONSE #220 Continue() END Then, Dynaheir with a Continue() for "RESPONSE #190": Spoiler IF Global("bd_mdd010z_ot","bd0101",1) !GlobalTimerNotExpired("bd_mdd010z_ot_timer","bd0101") InMyArea("dynaheir") // Dynaheir !InParty("dynaheir") // Dynaheir THEN RESPONSE #10 SetGlobalTimer("bd_mdd010z_ot_timer","bd0101",ONE_ROUND) SetGlobal("bd_mdd010z_ot","bd0101",0) DisplayStringHead("dynaheir",58182) // A motley crew to fight a holy war, this. RESPONSE #10 SetGlobalTimer("bd_mdd010z_ot_timer","bd0101",ONE_ROUND) SetGlobal("bd_mdd010z_ot","bd0101",0) DisplayStringHead("dynaheir",58183) // Where can we be of use? RESPONSE #10 SetGlobalTimer("bd_mdd010z_ot_timer","bd0101",ONE_ROUND) SetGlobal("bd_mdd010z_ot","bd0101",0) DisplayStringHead("dynaheir",58184) // The sooner this journey is begun, the sooner it will end. How much longer must we wait? RESPONSE #190 Continue() END Then Minsc, with RESPONSE #160 Continue() and then Viconia, with RESPONSE #120 Continue() and finally Safana with RESPONSE #90 Continue() Questions: how does this system with 10/10/10/xxx work? Why does the last number decrease from NPC to NPC? Quote Link to comment
K4thos Posted April 4, 2019 Share Posted April 4, 2019 you can use this formula to calculate % chance for each response to trigger: percentChance = responseValue / sumOfAllResponseValues * 100 so using the second spoiler: 10, 10, 10, 190 = 4.55%, 4.55%, 4.55%, 86.36% Quote Link to comment
jastey Posted April 4, 2019 Author Share Posted April 4, 2019 Ah, thanks! I still could use a clue why the probability of the "Continue()" was decreased with every NPC. Quote Link to comment
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