Avenger Posted June 25, 2005 Share Posted June 25, 2005 Just a request for clarification: Would interact.2da start the appropriate strrefs in the actor's string table? Or it is connected to banters in B<actorname>.dlg files? I guess the first. Is this mechanism work in bg2/iwd/iwd2? It seems to be working in bg1/pst, but possibly it works elsewhere. (i want to implement this in GemRB, so a really precise definition is needed) Link to comment
Ghreyfain Posted June 25, 2005 Share Posted June 25, 2005 I'm not too clear on what you're actually asking. Start what appropriate strrefs? Actor's string table? Link to comment
Idobek Posted June 25, 2005 Share Posted June 25, 2005 It randomly calls strrefs from the actor's soundslots (which I'm guessing is what you mean by string table). I think it is linked to the character's happiness. IIRC when I had a reputation of 20 all the good characters were regularly spouting these lines. i = insult c = compliment s = special In BG1 the soundslots are named as such. In BG1 I think they're INSULT, COMPLIMENT3 and SPECIAL3. There are also MISCELLANEOUS (should be RESPONSE_TO_COMPLIMENT) and RESPONSE_TO_INSULT slots. These aren't used usually, so they might work if a new interact.2da table were made. Link to comment
Idobek Posted June 25, 2005 Share Posted June 25, 2005 I think the SPECIAL slot is used for a three way "banter" e.g. INSULT/COMPLIMENT -> RESPONSE_TO_INSULT/COMPLIMENT -> SPECIAL. Hmmm... Actually I think there is more to it. It would have been nice if BioWare had named the soundslots better. I'll see if I can work out the correct order the slots are called in. Link to comment
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