Domi Posted November 21, 2005 Share Posted November 21, 2005 The 45 minutes timer on Dynaheir had a random typo in them, and was fixed locally. It will be corrected in the next version. All other timers have correct scripts. It must be the PartyRested() trigger again; by whatever reason it leads to delaying the scripts at times till the next time the party rests. I will make sure they are deleted from Dynaheir's dream scripts. It might lead to talks triggering not immediately on wake up, but from the two evils... Thank you for reporting Link to comment
Guest Guest Posted November 22, 2005 Share Posted November 22, 2005 Oh, ok. That explains it, I guess. By the way, I forgot to mention what a wonderful job I think you guys have done. You've brought new life to this old classic. Link to comment
Domi Posted November 22, 2005 Share Posted November 22, 2005 Thank you, 'tis always pleasent to hear. Link to comment
dorotea Posted November 28, 2005 Share Posted November 28, 2005 Sorry for being hyperactive again - but I was playing Dynaheir roamnce as well, and basically I had a problem with the lady selling ribbons. She appeared every time but never spoke. Talking to her did not do anything. After looking at the scripts I think I figured it out. She is supposed to spawn in the city area - and indeed we just entered the Wyrm Crossing ( 1 st BG area). Whatever is wrong with this particular transition I have no idea but it seems that the first increment that is Dyna Romance counter from 29 to 30 and then the second 30 to 31 somehow happen either too fast of too slow. Basically Setta has the 29 spawning condition and 30 dialog condition. It looks like my Lovetalk got updated to 31 too fast so she could not speak. Look at the _YNAHEIR.BCS to see what I mean . I ended up modifying the script as follows: IF InParty(Myself) CombatCounter(0) !See([ENEMY]) RealGlobalTimerExpired("X#DYLoveTalkTime","GLOBAL") Global("X#DynahMatch","GLOBAL",1) !Global("X#DynaheirRomanceInactive","GLOBAL",1) Global("X#DynaheirRomanceActive","GLOBAL",1) !Global("X#DynaheirBhaalLoop","GLOBAL",1) AreaType(CITY) !AreaType(DUNGEON) Global("X#DYLoveTalk","GLOBAL",29) THEN RESPONSE #100 RealSetGlobalTimer("X#DYLovelyTalkTime","GLOBAL",1) //CreateCreatureObject("X#SETTA",Player6,0,0,0) // Setta Wait(1) IncrementGlobal("X#DYLoveTalk","GLOBAL",1) //ActionOverride("X#SETTA",StartDialogueNoSet(Player1)) END IF GlobalGT("X#DYLoveTalk","GLOBAL",29) Global("X#SettaTalk","LOCALS",0) THEN RESPONSE #100 PlaySong(0) PlaySound("dyrom1") MoveViewObject(Player1,INSTANT) CreateCreatureObjectOffScreen("X#SETTA",Player6,0,0,0) // Setta ActionOverride("X#SETTA",MoveToObjectNoInterrupt(Player1)) ActionOverride("X#SETTA",StartDialogueNoSet(Player1)) SetGlobal("X#SettaTalk","LOCALS",1) END to make her appear in a more timely fashion and wallk towards PC. And then I had to remove the Global("X#DYLoveTalk","GLOBAL",30) trigger from her dialog condition - since she only speaks once she does not need one at all. Same as she does not need to reset it to 31 in her dialog - you have it in the _YNAHEIR.BCS already. Here: IF InParty(Myself) RealGlobalTimerExpired("X#DYLovelyTalkTime","GLOBAL") OR(13) Global("X#DYLoveTalk","GLOBAL",2) Global("X#DYLoveTalk","GLOBAL",4) Global("X#DYLoveTalk","GLOBAL",6) Global("X#DYLoveTalk","GLOBAL",12) Global("X#DYLoveTalk","GLOBAL",14) Global("X#DYLoveTalk","GLOBAL",16) Global("X#DYLoveTalk","GLOBAL",18) Global("X#DYLoveTalk","GLOBAL",20) Global("X#DYLoveTalk","GLOBAL",24) Global("X#DYLoveTalk","GLOBAL",26) Global("X#DYLoveTalk","GLOBAL",28) Global("X#DYLoveTalk","GLOBAL",30) Global("X#DYLoveTalk","GLOBAL",32) THEN RESPONSE #100 RealSetGlobalTimer("X#DYLoveTalkTime","GLOBAL",1800) IncrementGlobal("X#DYLoveTalk","GLOBAL",1) END See - if this happens too fast Setta can never speak. I hope it was not too presumptuous of me - I am only trying to help. This finally made the whole thing work. Link to comment
Domi Posted November 28, 2005 Share Posted November 28, 2005 Good stuff I have not had any problems with her, but it is good to make sure that they don't occur. Link to comment
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