Jump to content
Grim Squeaker

Tree of Life Gut-Check

Recommended Posts

This is copied from my tutorial over at FWP.

 

Well, I eventually got around to testing it and (thanks to Wes) then there is a new way of writing the 'everybody ready to die dialogue' at the stairs to the Tree of Life for your NPC. Whereas the old way involve extending dialogues etc then this version is done with an INTERTJECT (with CHAIN transitions!) and a few APPENDs. Below is the example from Harvey that has now been tested and works correctly:

 

 

//Tree of Life

INTERJECT PLAYER1 33 GH#I#TreeofLife

== PLAYER1 IF ~IsValidForPartyDialog("G#Harvey")~ THEN ~Harvey, the enigmatic sorceror who travels with you; he is still as much a mystery as the day you first met him. Is he willing to fight and probably die in the coming battle?~

END

++ ~This isn't your fight, Harvey. It's mine. There's no need for you to risk your life...~ EXTERN HARVEYJ 22#RiskLife

++ ~Harvey, you don't have to fight Irenicus if you don't want. He is very powerful. Maybe even more powerful than you...~ EXTERN HARVEYJ 22#MorePowerful

++ ~Irenicus is a powerful mage. I'm going to need a more powerful sorceror to defeat him. You up for it?~ EXTERN HARVEYJ 22#UpForIt

 

APPEND HARVEYJ

IF ~~ THEN BEGIN 22#RiskLife

SAY ~No <CHARNAME>, I'm staying. I want to see how tough this bastard really is. And besides could I risk my life even if I wanted to?~

COPY_TRANS PLAYER1 33

END

 

IF ~~ THEN BEGIN 22#MorePowerful

SAY ~Oh come on! I am so much more powerful that this bastard, and I'm going to prove it. Lead on <CHARNAME>!~

COPY_TRANS PLAYER1 33

END

 

IF ~~ THEN BEGIN 22#UpForIt

SAY ~Hell yeah! I'm going to teach this bastard a thing or two about spellcasting. We'll take him down!~

COPY_TRANS PLAYER1 33

END

END

 

 

A template for this new layout is shown below:

 

 

//Tree of Life

INTERJECT PLAYER1 33 TreeofLifeVariableForNPCX

== PLAYER1 IF ~IsValidForPartyDialog("NPCX")~ THEN ~NPC X, the new NPC that has fought by your side; are they ready to risk their life in the following battle?~

END

++ ~NPC X, there's no point in you coming any further. You don't have to risk your life.~ EXTERN NPCXJ Option1

++ ~NPC X, are you sure you want to do this?~ EXTERN NPCXJ Option2

++ ~NPC X, you've come with me this far, you aren't going to abandon me now are you?~ EXTERN NPCXJ Option3

 

APPEND NPCXJ

IF ~~ THEN BEGIN Option1

SAY ~Oh shut up <CHARNAME>! I'm cooler than you anyway. I'm gonna kill this mage with my bare hands!~

COPY_TRANS PLAYER1 33

END

 

IF ~~ THEN BEGIN Option2

SAY ~Yeah, why not? Sounds like a fun way to spend the afternoon...~

COPY_TRANS PLAYER1 33

END

 

IF ~~ THEN BEGIN Option3

SAY ~Of course not! Don't worry, I'll stab you in the back... sorry... I mean: I'll cover your back.~

COPY_TRANS PLAYER1 33

END

END

 

 

I hope that helps people making new NPCs!

 

Edit: Added line breaks before the COPY_TRANS so its easier to understand. Don't want people thinking you can have transitions on SAY lines :D

Edited by Grim Squeaker

Share this post


Link to post

(Sorry that I post here directly, I didn't spot a "comments on..." thread.)

 

In original BGII, the texts about the NPCs that follow the PC down to Irenicus at the tree of life are not in parenthesis ( ) like action text usually is. I am totally confused, since it tempts me to add parenthesis to my mod-NPCs tree of life- texts every time I read them.

How do you handle this in your mod / would you handle this?

Share this post


Link to post

I don't know if this was directed to Grim or not, but if it's a general question-I always go Bioware style. :)

Share this post


Link to post
Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...