temnix Posted April 18, 2022 Share Posted April 18, 2022 I thought there was one way with this stupid engine to tell apart the main character: he is in PartySlot1. But no! In BG2 Imoen, who is the first NPC to join the party, also counts as being in slot 1. They both do. This script, for example, puts a string over the head of Imoen: IF InPartySlot("imoen",1) THEN RESPONSE #1 DisplayStringHead(PartySlot2,234) END Without that check but with DisplayStringHead(PartySlot1,234) the string appears over the protagonist. Useless piece of junk! May the rats connect the holes and finish it up! I'm going to look for another way to have different actions in a script for the main character, but feel free to suggest something here. Quote Link to comment
jmerry Posted April 18, 2022 Share Posted April 18, 2022 To quote the IESDP: "(slots are 0-5)". You just committed an off-by-one error. Quote Link to comment
temnix Posted April 18, 2022 Author Share Posted April 18, 2022 Are they? But the PartySlot objects are 1-6. Quote Link to comment
Dan_P Posted April 18, 2022 Share Posted April 18, 2022 Those are different things. PartySlot 1-6 are the portrait slots. The InPartySlot trigger is based on join order. Note that the info in the IESDP page that says that Player1Fill is the first portrait slot is incorrect for the EEs (that's based on classic BG2). For EEs, PartySlot1 is the first portrait slot. I mentioned this a while ago, but I guess it's still not changed. Quote Link to comment
temnix Posted April 18, 2022 Author Share Posted April 18, 2022 All right, so what is the object for the join order? Well, it doesn't make any difference to me any more. I had to wound around this. Quote Link to comment
jmerry Posted April 18, 2022 Share Posted April 18, 2022 Player1 through Player6, which doesn't do what you want. I'm not aware of any way to test "Is object X the same thing as object Y". And that sort of identification seems like an important thing to have. My current "Dorn as protagonist" run stumbled on some cutscenes - you see, "CutsceneID(Player1)" followed by "ActionOverride(Dorn, do something)" breaks if Dorn is Player 1. No further commands in that scene are executed, including the all-important "end this cutscene" command. Only a force quit can get you out at that point. Knowing whether an ActionOverride will break the game seems like a good idea. Quote Link to comment
temnix Posted April 20, 2022 Author Share Posted April 20, 2022 You can try Protagonist instead of Player1. That trigger either doesn't exist or I don't know what it does in Icewind Dale, but in your case the shoe fits. Quote Link to comment
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