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keeping Yoshimo


Lemernis

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Hehe! When it comes "thinking in code" it's more like my mind is impenetrably dense (versus fragile). :D

 

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. :)

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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.

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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

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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

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