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OtisTDog

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About OtisTDog

  1. Thanks for the example, plainab, and for all of the suggestions from everyone else. It looks like I'll have to learn to set up a TP2 file to do this correctly. Is there any other good source besides the WeiDU readme for learning how to write TP2 files? I do a lot better with instructive examples than I do with a barebones reference. --Otis
  2. This is interesting. I haven't learned to put together a TP2 file yet. If I create an override script for the CRE, won't that apply to all creatures of that type wherever they are found? Can I apply it only to creatures of that type in a specific area, or will I need to create a special version of the CRE to replace the existing generic monsters with? --Otis
  3. So I feel reasonably comfortable with dialog and scripting at this point, and I'd like to put together my first mini-quest, in which the PCs will be tasked with going out and killing a group of monsters. These are monsters that already exist in the vanilla game but have no special importance attached to them. Based on what I understand, what I'll need to do is: 1) modify the scripts used by the creatures so that there is a Die() block which increments a global variable when any one of them is killed 2) I can then use GlobalGT("killcount","GLOBAL",x) [where x is one less than the number of monsters to be killed] in dialog options to sense whether they've all been dispatched Since these are just nameless monsters instead of unique individuals, I'm assuming I have to use DLTCEP or NearInfinity to assign a new script to them. Is this the case? I'm not really familiar with either of those tools yet, and would prefer a straight WeiDU solution if there is one. Any suggestions? --Otis
  4. Just curious -- my manual for BG1 is packed up somewhere, and I can't seem to find anything that indicates just what the effects of changing the difficulty slider are in this game. Does anyone know? Is it actually in the manual somewhere -- if so, I can probably dig it out. Also, I'm wondering if anyone working on mods has used the difficulty setting in any way to affect the content of the mod. Maybe add more monsters or make them tougher in other ways than just adding HP (e.g. add higher-level spells to a spellcaster)? --Otis
  5. Hey, great! I had tried this originally, but I got a compile error. Must have been some other issue causing the error, because this approach is working fine now. Thanks very much! --Otis
  6. I used LastAttackerOf(Myself) instead of just Myself, and now it's working fine. Thanks to both of you. This is a very helpful forum, even to people who didn't read the IEDSP documentation as closely as they should have. --Otis
  7. Ooops. So what you are both saying is that the Object reference in the HitBy() function refers to the attacker that did the hitting, not the attackee that got hit. Is that correct? --Otis
  8. Hello, all, My first script is coming along nicely, and I'm pretty happy with it. However, I'm trying to set it up so that if a particular person is fought with, the fight will be stopped if the PCs use piercing, slashing, or missile weapons. I set up a block in the BAF file that says: IF See([PC]) Global("ChallengeAccepted","LOCALS",1) HitBy(Myself,PIERCING) THEN RESPONSE #100 ChangeEnemyAlly(Myself,NEUTRAL) SetGlobal("RulesBroken","LOCALS",1) Dialogue([PC]) END plus two matching blocks that substitute HitBy(Myself,MISSILE) and HitBy(Myself,SLASHING). The idea is that the person being fought will stop fighting and start talking, at which point a weighted dialog block sensing the "RulesBroken" global will kick in. However, when the fight is going down, the person controlled by the script does not seem to trigger any of these blocks when hit with sling bullets, arrows, or swords. I am pretty sure the overall block structure is OK, since I have a very similar one that uses StateCheck() and which is working perfectly. My questions: 1) Is HitBy() the right trigger to be using here? 2) Am I using it correctly? 3) If yes to the above, any possible suggestions as to what I might be doing wrong? Thanks in advance for your help. --Otis
  9. Ah. I haven't looked at that stuff at all since I thought it was just for translations. I'll check it out -- thanks! --Otis
  10. Hello, all -- I finished my first dialog and am working on my first script. It's actually doing what I want it to, thanks to all of the great info on IEDSP and these forums. I have a question about the use of the DisplayString() action in the context of BG:TotSC scripting. It appears you have to provide a specific StrRef value in the call, which is fine if you want to make use of an existing string -- but how do you insert your own string? It does not appear that I can just insert the string I want and have it automatically compiled by WeiDU, as will work with dialog changes. It seems as though I have to somehow get the string built in, then ID the number of that string, then provide that number to the call. Any hints on how the pros handle this? My only ideas so far seem pretty kludgey, and like they would probably break if I make further changes and recompile (which might change the strref for the target string). --Otis
  11. I built a little test dialog to see if I could get this to work, but it doesn't seem to be functioning correctly. The reply lines are: IF ~CheckStatGT(LastTalkedToBy,0,193)~ THEN REPLY ~(Nonzero.) I'm wearing BELT05.~ GOTO 10 IF ~CheckStat(LastTalkedToBy,0,193)~ THEN REPLY ~(Zero.) I'm not wearing BELT05.~ GOTO 11 However, the first reply is never available, and the second reply always is, even if the character talking is wearing the belt. Did I set this up incorrectly? Is this stat the same value for BG1:TotSC? --Otis
  12. Hello, experts! I'm wondering if anyone can tell me whether it's possible to write a dialog REPLY in such a way that it is available only if: 1) the party has a certain kind of magic item, and 2) the magic item has been identified. The idea here is that if they have at least one of the item that has been identified, then they would know what they have and be able to use that knowledge in a conversation. If it's not yet identified, they won't be allowed to mention having it. Obviously, there is a flag or something attached to the item that indicates it has been identified, but I haven't been able to find a trigger that it related to it. Would the Unusable() trigger work here? I just assumed that one was related to red shading (like when you can't use a weapon due to your class). --Otis
  13. Thanks for the great tips for newbies, devSin! Are you able to insert a summary of that into the IEDSP pages? They would be VERY helpful for someone just starting out. --Otis
  14. So, is this something that can be manually added to the STATS.IDS table, so that it can be referred to by name in your scripts, then? --Otis
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