Garfield Posted January 2, 2007 Share Posted January 2, 2007 Is there anyway to force a dialogue to trigger. I want to have my NPC say somethin when he sees the greater Yuan ti at the De'Arnise keep, but the problem is that the greater Yuan-Ti does not have any dialogue file. Also, I am quite lost with all the DialogSomething commands Can someone help me please? Thanks in advance. Link to comment
Domi Posted January 2, 2007 Share Posted January 2, 2007 You will need to have the following script in your NPC's override: IF AreaCheck(ARXXXX) //The actual Area file number has to be looked up in NI See("yuanti_dv") //The actual death variable for a yuan-ti will have to be looked up or assigned via TP2 if there is not any. Global("P#SpokeYuanTi","GLOBAL",0) THEN RESPONSE #100 SetGlobal("P#SpokeYuanTi","GLOBAL",1) StratDialogueNoSet(Player1) END And in D-file a block for your char's J file starting with: IF ~Global("P#SpokeYuanTi","GLOBAL",1)~ THEN BEGIN SAY ~Something about Yuan-Ti.~ IF ~~ THEN DO ~SetGlobal("P#SpokeYuanTi","GLOBAL",2)~ EXIT END Link to comment
berelinde Posted January 2, 2007 Share Posted January 2, 2007 Cheerfully. I've got all the info on my home computer and will be there in 1.5 hours. You're going to want to find the CRE ref and DV for the Greater Yuan-Ti. Part of your tp2 will assign this creature a dialog file. I've got the relevant code as part of Gavin's tp2, because I had to copy a commoner to override, assign it a new DV and give it a new script and dialog file, so this info will be ok for your needs, with a little stuff you don't need in case you find it helpful. Was there a specific Greater Yuan-Ti, or was there only one? Keep in mind that if there was more than one, you might want to make your own, give it your own variables, and assign it whatever dialog file you like. That way Hagen won't be talking to every Greater Yuan-Ti he sees. I'll just get the tp2 stuff. Domi just said the same thing I did, but she typed faster. Link to comment
Garfield Posted January 2, 2007 Author Share Posted January 2, 2007 Thanks for the answers. @Berelinde: The Yuan Ti is an enemy right from the beginning, can he still take part in a dialogue? I am pretty sure it is the only on in this are from what I remember. Link to comment
Domi Posted January 2, 2007 Share Posted January 2, 2007 Yeah, even Enemy() marked creatures can partake in a dialoguie, but it would be better if you change his status to Neutral if Hagen is in the party, and switch him back to Enemy() after the dialogue. You can do it via areal script (please see IESDP for the Action). Link to comment
berelinde Posted January 3, 2007 Share Posted January 3, 2007 Navigating the IESDP is confusing for the first 3 or 4 hundred times you need to look something up. You should go look this up, and more, but I'm guessing that if you put this in AR1300.bcs, you should be all right, assuming YU#GYT is the DV you assign to the Greater Yuan-Ti in the Courtyard fighting Arat. IF InParty("YU#HAG") !Dead("YU#HAG") Global("YU#Area1300","GLOBAL",0) THEN RESPONSE #100 ChangeEnemyAlly("YU#GYT",NEUTRAL) SetGlobal("YU#Area1300","GLOBAL",1) END Link to comment
Garfield Posted January 3, 2007 Author Share Posted January 3, 2007 Thanks for the replies. Indeed, the IEDSP is kinda confusing at the beginning... I actually have to look at the whole page when I want to find one single action or trigger EDIT: it works! Just had to append berelinde's bit of script to the script of the creature, because the creature itself is spawned through a script, so appending it to the area script did not work (took me the whole day to figure it out ) Link to comment
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