EiriktheScald Posted February 22, 2007 Author Share Posted February 22, 2007 WRITE_ASCII 0x280 that assigns a DV. Correct? Is there a list that identifies the ascii codes? Link to comment
berelinde Posted February 22, 2007 Share Posted February 22, 2007 Yes, that assigns the DV. If you open NI, and ask that hex offsets be displayed, they will be listed down the right side of the page in their own column. Link to comment
devSin Posted February 22, 2007 Share Posted February 22, 2007 The most common ASCII codes: ABCDEFGHIJKLMNOPQRSTUVWXYZ_0123456789 Well, you asked. Link to comment
Nythrun Posted February 23, 2007 Share Posted February 23, 2007 IESDP CRE V1.0 if you want the offsets/addresses directions. Link to comment
berelinde Posted February 23, 2007 Share Posted February 23, 2007 Check it out! Here's a few hex offsets you won't have to remember! http://forums.spellholdstudios.net/index.p...mp;#entry283111 Link to comment
Miloch Posted February 23, 2007 Share Posted February 23, 2007 Is there a list that identifies the ascii codes?Yes. I have this page from the IESDP (well, the whole thing in fact, but I use this one more than any others) saved locally in my browser so I don't even have to be online to use it. @berelinde - personally, I don't see how that is that much easier - you have to memorise values or have a list of them either way, and I'd get confused even worse if mixing text values in with offset codes, but whatever works. Edit: Urk... missed Nythrun's post I guess, but yeah... same thing. Link to comment
cmorgan Posted February 23, 2007 Share Posted February 23, 2007 Or, of course, you can shamelessly stealborrow a common template and edit it to your heart's content: /* Maretha */ COPY ~BG1NPC/Phase2/CRE/X#MARETH.cre~ ~override~ SAY NAME1 @365 SAY NAME2 @365 SAY INITIAL_MEETING @366 SAY MORALE ~this is before traification if you want hardcoded strings~ SAY HAPPY ~this is before traification if you want hardcoded strings~ SAY UNHAPPY_ANNOYED ~this is before traification if you want hardcoded strings~ WRITE_LONG UNHAPPY_SERIOUS (BNOT 0x0) //blanks instead of assigning new SAY UNHAPPY_BREAKING ~this is before traification if you want hardcoded strings~ SAY LEADER ~this is before traification if you want hardcoded strings~ SAY TIRED ~this is before traification if you want hardcoded strings~ SAY BORED ~this is before traification if you want hardcoded strings~ SAY BATTLE_CRY1 @367 SAY BATTLE_CRY2 @367 SAY BATTLE_CRY3 @367 SAY BATTLE_CRY4 @367 SAY BATTLE_CRY5 @367 SAY ATTACK1 @368 SAY ATTACK2 @369 SAY ATTACK3 @370 WRITE_LONG ATTACK4 (BNOT 0x0) SAY DAMAGE @371 SAY DYING @372 WRITE_LONG HURT (BNOT 0x0) WRITE_LONG AREA_FOREST (BNOT 0x0) WRITE_LONG AREA_CITY (BNOT 0x0) WRITE_LONG AREA_DUNGEON (BNOT 0x0) WRITE_LONG AREA_DAY (BNOT 0x0) WRITE_LONG AREA_NIGHT (BNOT 0x0) SAY SELECT_COMMON1 @373 SAY SELECT_COMMON2 @366 WRITE_LONG SELECT_COMMON3 (BNOT 0x0) WRITE_LONG SELECT_COMMON4 (BNOT 0x0) WRITE_LONG SELECT_COMMON5 (BNOT 0x0) WRITE_LONG SELECT_COMMON6 (BNOT 0x0) WRITE_LONG SELECT_ACTION1 (BNOT 0x0) WRITE_LONG SELECT_ACTION2 (BNOT 0x0) WRITE_LONG SELECT_ACTION3 (BNOT 0x0) WRITE_LONG SELECT_ACTION4 (BNOT 0x0) WRITE_LONG SELECT_ACTION5 (BNOT 0x0) WRITE_LONG SELECT_ACTION6 (BNOT 0x0) WRITE_LONG SELECT_ACTION7 (BNOT 0x0) WRITE_LONG INTERACTION1 (BNOT 0x0) WRITE_LONG INTERACTION2 (BNOT 0x0) WRITE_LONG INTERACTION3 (BNOT 0x0) WRITE_LONG INTERACTION4 (BNOT 0x0) WRITE_LONG INTERACTION5 (BNOT 0x0) WRITE_LONG DIALOGUE_HOSTILE (BNOT 0x0) WRITE_ASCII 0x2CC ~MARETHA~ #8 // dialog WRITE_ASCII 0x248 ~MASCRIPT~ #8 // override script WRITE_ASCII 0x250 ~DRUID3~ #8 // Creature script - Class WRITE_ASCII 0x260 ~_TASIGHT~ #8 // Creature script - General WRITE_ASCII 0x280 ~maretha~ #32 // death variable All those WRITE_LONGs are doing is blanking references on an existing file to turn them off when we use it as a base for a new creature. They can all be swapped out for SAY and either a tra reference @20 or the related ~string~ and WeiDU will do its magic Link to comment
EiriktheScald Posted February 23, 2007 Author Share Posted February 23, 2007 Okay, here's another action that doesn't seem to work properly (from my dialog file). IF ~~ THEN BEGIN Chat1.12 SAY @5022 IF ~~ THEN DO ~SetGlobal("ESEirikMoved","GLOBAL",1) EscapeAreaMove("FW3353",1345,200,4)~ EXIT // Kagain's store END Instead of walking off screen, he just vanishes like Bilbo Baggins (minus the smoke cloud effects from Gandalf)! Now, I read the description of the action EscapeAreaMove(S:Area*,I:X*,I:Y*,I:Face*)This effect is like a combination of EscapeAreaDestroy() and MoveBetweenAreas(). The parameters are similar to MoveBetweenAreas(), in that it takes in all the same information (although this is the only action in the game that takes x and y as separate parameters rather than point [x.y] format), but unlike MoveBetweenAras(), the character will search for the nearest travel trigger, move to that, then execute his movement to the specified area. If he cannot find a travel trigger, he will execute the movement. What travel trigger? If by travel trigger it means the I:X and I:Y values, he's not moving to them. Link to comment
devSin Posted February 23, 2007 Share Posted February 23, 2007 EscapeAreaMove(S:DestinationArea*,I:DestinationCoordX*,I:DestinationCoordY*,I:DestinationOrient) EscapeArea() from the current area and move to area "S" (facing I at I.I) Don't worry if it just disappears or whatever; only worry if it doesn't show up in the destination area. Link to comment
EiriktheScald Posted February 23, 2007 Author Share Posted February 23, 2007 Don't worry if it just disappears or whatever; only worry if it doesn't show up in the destination area. Yay! I checked and sure enough he was in Kagain's Store -- propping a bucket of water above the door for the next "customer." I couldn't tell if Kagain was red-faced from laughter or steaming mad... Link to comment
EiriktheScald Posted February 26, 2007 Author Share Posted February 26, 2007 How does one represent the number 15 in ascii? i.e. WRITE_ASCII 0x238 XXXX //changes strength to 15 Link to comment
Miloch Posted February 26, 2007 Share Posted February 26, 2007 It's a byte, so it'd be: WRITE_BYTE 0x238 15 //Strength (was xx) Link to comment
EiriktheScald Posted February 26, 2007 Author Share Posted February 26, 2007 Oh, okay. Thanks! Link to comment
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