Icendoan Posted August 24, 2008 Share Posted August 24, 2008 We came up with a workaround. He would write in .dlg in DLTCEP and I would decompile my end. Non-linear blocks seem to shatter his mind. Icen Link to comment
Lemernis Posted August 25, 2008 Author Share Posted August 25, 2008 Hehe! When it comes "thinking in code" it's more like my mind is impenetrably dense (versus fragile). I know it's not really that hard, and I'll get it eventually. But DLTCEP does allow me to write a dialogue tree in the way I'm used to from NWN. That'll have things moving much faster. Link to comment
Icendoan Posted August 25, 2008 Share Posted August 25, 2008 Yeah, just remember, I can't do anything with your .dlg, you have to decompile them. Icen Link to comment
Icendoan Posted September 12, 2008 Share Posted September 12, 2008 Right, now that I have two or three dialogues done, I must ask a (fairly) simple question; How do you trigger banters? Is it globals and timers in the dialogue, or via scripting and the Dialog() action? Icen Link to comment
Domi Posted September 12, 2008 Share Posted September 12, 2008 How do you trigger banters? Is it globals and timers in the dialogue, or via scripting and the Dialog() action? Non-conditional banter will trigger off the B-file via the in-build script, you don't have to script them. You can throw limited amount of conditions on them, and ou will need to 'close' the global on them to avoid repeats. The conditional ones will go to the J-file, and will be triggered off the override script; you will match the condition in the script to the condition on the dialogue header. Check out the tutorials, they have plenty on it. Ace's will cover it. Link to comment
Icendoan Posted September 14, 2008 Share Posted September 14, 2008 Well, I have a short and simple version which will allow you to keep him for the remainder of SoA. If anyone wants it I will attach it, with a basic Tree of Life dialogue as well. All it does is add a ToL dialogue and make sure he doesn't die in SoA. Right, does anyone have any pointers on locating the offset for the strcmp for blocking his ToB passage? Because currently I have a WHILE command reading and evaluating every offset for the string yoshimo. Probably overnight. Icen Link to comment
Icendoan Posted September 21, 2008 Share Posted September 21, 2008 How would I append a file to yoshimo's current dialogue file? Or do I have to... ugh.... overwrite it? Icen Link to comment
Kaeloree Posted September 22, 2008 Share Posted September 22, 2008 When using CHAIN, you're already specifying dialogue files, so you don't have to. If you're not using chain, you'll have to append the files: APPEND ~dialoguefile~ <insert dialogue here> END Then in the tp2, just COMPILE ~mod/dialogue/mydialogue.d~ Link to comment
Icendoan Posted September 22, 2008 Share Posted September 22, 2008 This is starting to annoy me. There seems to be something wrong with my code, and as usual I can't figure out what. BACKUP ~#!Yoshimo/Backup~ AUTHOR ~Icendoan, Gibberlings3~ VERSION ~0.1~ MODDER BEGIN ~Keep Yoshimo after Spellhold~ COPY ~#!yoshi/#!kat1.itm~ ~override~ COPY_EXISTING ~yoshi7.cre~ ~override/#!yoshi.cre~ REMOVE_CRE_ITEMS ADD_CRE_ITEM ~npsw02~ #0 #0 #0 ~identified~ ~weapon2~ WRITE_ASCII 0x280 ~#!YOSHI~ WRITE_ASCII 0x248 ~#!YOSHIO~ WRITE_LONG 0x18 ~220000~ WRITE_ASCII 0x2cc ~#!Yoshi~ APPEND ~pdialog.2da~ ~#!YOSHI #!YOSHIP #!YOSHIJ #!YOSHI25P #!YOSHI25J #!YOSHI25D #!YOSHI~ UNLESS ~#!YOSHI~ APPEND ~interdia.2da~ ~#!YOSHI #!YOSHIB #!YOSHIB25~ UNLESS ~#!YOSHI~ COMPILE ~#!Yoshi/Dlg >>>>>>>> icen_yoshi_edit.baf IF AreaCheck("AR1600") !Global("#!YoshiLeftPreSpell","GLOBAL",1) GlobalLT("AsylumPlot","GLOBAL",12) THEN RESPONSE #100 StartDialogue("#!yoshi_pre",Player1) SetGlobal("YoshiTalkedPreSpell","LOCALS",1) END <<<<<<<< >>>>>>>> icen_yoshi_buttplug_edit.baf IF OnCreation() !Global("ButtPluggingCumBubble","GLOBAL",1) THEN RESPONSE #100 SetGlobal("ButtPluggingCumBubble","GLOBAL",1) Continue() END <<<<<<<< EXTEND_TOP ~ar602.bcs~ ~icen_yoshi_buttplug_edit.baf~ //Makes sure he doesn't die >>>>>>>> icen_yoshi_vulgar_edit.baf IF Global("#!YoshiLeftPreSpell","GLOBAL",1) Global("ButtPluggingCumBubble","GLOBAL",1) !Exists("#!Yoshi") THEN RESPONSE #100 CreateCreature("#!Yoshi",[200.600],12) Continue() END <<<<<<<< EXTEND_TOP ~ar1602.bcs~ ~icen_yoshi_vulgar_edit.baf~ //Lets Yoshi v2 spawn EXTEND_BOTTOM ~yoshimo.bcs~ ~icen_yoshi_edit.baf~ And my debug is; WeiDU v 20800 Log C:\Game\BG2\setup-#!yoshi.exe [./chitin.key] loaded, 590551 bytes [./chitin.key] 182 BIFFs, 41793 resources [dialog.tlk] loaded, 13506568 bytes [dialog.tlk] 106096 string entries [./Autorun.ini] loaded, 1452 bytes [./baldur.ini] loaded, 3977 bytes Possible HD/CD Path: [C:\Game\BG2\] Possible HD/CD Path: [C:\Game\BG2\English\] Possible HD/CD Path: [C:\Game\BG2\CD1\] Possible HD/CD Path: [C:\Game\BG2\CD2\] Possible HD/CD Path: [C:\Game\BG2\English\] Possible HD/CD Path: [C:\Game\BG2\CD2\] Possible HD/CD Path: [C:\Game\BG2\English\] Possible HD/CD Path: [C:\Game\BG2\CD3\] Possible HD/CD Path: [C:\Game\BG2\English\] Possible HD/CD Path: [C:\Game\BG2\CD4\] Possible HD/CD Path: [C:\Game\BG2\CD5\] [./CharView.ini] loaded, 237 bytes [./Keymap.ini] loaded, 5615 bytes [./Mplaynow.ini] loaded, 230 bytes [C:\Game\BG2\setup-#!yoshi.exe] Using scripting style "BG2" [dialog.tlk] claims to be writeable. [dialog.tlk] claims to be a regular file. [sETUP-#!YOSHI.TP2] LEXER ERROR at line 65 column 1-48 Near Text: ~ invalid character [~] HINT: Don't use MS Word to edit your .tp2 files - use ConTEXT (http://www.context.cx instead). [sETUP-#!YOSHI.TP2] ERROR at line 65 column 1-48 Near Text: ~ Parsing.Parse_error ERROR: parsing [sETUP-#!YOSHI.TP2]: Parsing.Parse_error ERROR: problem parsing TP file [sETUP-#!YOSHI.TP2]: Parsing.Parse_error FATAL ERROR: Parsing.Parse_error WeiDU Timings load TLK 0.000 parsing .log files 0.000 Parsing TP2 files 0.002 unmarshal KEY 0.042 loading files 0.054 unmarshal TLK 0.146 stuff not covered elsewhere 1.636 TOTAL 1.880 Naturally, I am very confused why the tilde of all things is an invalid character! I have the MODDER tag, and any help would be very nice. Icen Link to comment
Guest -K'aeloree- Posted September 22, 2008 Share Posted September 22, 2008 You're missing a tilde: COMPILE ~#!Yoshi/Dlg to COMPILE ~#!Yoshi/Dlg~ Link to comment
Icendoan Posted September 23, 2008 Share Posted September 23, 2008 Again, a horribly easy typo to correct! Thanks. Icen Link to comment
Icendoan Posted September 23, 2008 Share Posted September 23, 2008 :groucho: I traify-ed and WeiDU erased ALL my dialogue! Icen Link to comment
Icendoan Posted September 23, 2008 Share Posted September 23, 2008 Right, we have an installing Alpha, I will be testing as and when I get time, but if anyone wants to help test they can PM me to e-mail the .rar. Icen Link to comment
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