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Ardanis

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About Ardanis

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    A very GAR character
  • Birthday 11/27/1985

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    Saint-Petersburg, Russia
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    CRPG, anime, music

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  1. Unless you know what you're doing, follow this template for launching cutscenes. Activation script: IF // triggers THEN RESPONSE #100 StartCutSceneMode() ClearAllActions() // optional StartCutSceneEx("#L_Cut07",TRUE) // if you need triggers within cutscene evaluated // StartCutscene("#L_Cut07") // or if you don't END Cutscene itself: IF True() THEN RESPONSE #100 CutsceneID(Player1) // actions EndCutSceneMode() END
  2. As Lauriel says, can't you instead use global vars instead of myarea for regions? Master-slave relationship isn't particularly reliable. E.g. patch this into all master regions: IF !Global("current_region","global",3300) THEN RESPONSE #100 SetGlobal("current_region","global",3300) END For reputation change use SetGlobal("change_rep","global",1). Finally, put this into baldur.bcs: IF GlobalGT("change_rep","global",0) Switch("current_region","global") THEN RESPONSE #1100 IncrementGlobal("rep_1100","global",1) IncrementGlobal("change_rep","global",-1) RESPONSE #3300 IncrementGlobal("rep_3300","global",1) IncrementGlobal("change_rep","global",-1) END IF GlobaLT("change_rep","global",0) Switch("current_region","global") THEN RESPONSE #1100 IncrementGlobal("rep_1100","global",1) IncrementGlobal("change_rep","global",1) RESPONSE #3300 IncrementGlobal("rep_3300","global",1) IncrementGlobal("change_rep","global",1) END
  3. Almost the entire dialog consists of "choose party member" states, four initial and then four per each party member if PC refuses to bet them. I'm a little rusty to give you an actually working piece, but the logic would be like: COPY_EXISTING - bdthrix.dlg override READ_LONG 0xc states x = 0 FOR (i=21; i<24; ++i) BEGIN READ_LONG states + i * 16 + 8 trans_num SET insert%i% = ( (trans_num - 1) / 4) * x x = (x<3) ? x+1 : 0 END FOR (i=30; i<85; ++i) BEGIN READ_LONG states + i * 16 + 8 trans_num SET insert%i% = ( (trans_num - 1) / 4) * x x = (x<3) ? x+1 : 0 END Then in your .d use for each state EXTEND_BOTTOM bdthrix 21 #%insert21% /* trans list */ END You'll probably need to EVAL the .d I think this may do https://weidu.org/~thebigg/README-WeiDU.html#dActionWhen Otherwise, you'd have to read the .dlg structure, similar to above.
  4. The original dialog is already twice, if not thrice, as messy, so... I'd be cautious about making it even worse. Looking at it again, I recall you can refuse Thrix his choice of a party member and have him choose again. So technically you can go with 3rd idea and append NPC at the bottom - even if two mods will conflict there, you can still write "nope, choose someone else" option to stay in line with the original, and get the previous NPC mod as a next choice.
  5. I would read the number of transitions in each state, divide it by 4, and insert mod transitions at (trans_num / 4) * (state_ind - 21) points. EDIT So basically, what you suggest in 1, it seems. As for compatibility... You might have a point, but imo it's the least evil nonetheless - because in order to break something it requires another mod to 1) try to edit vanilla transitions and 2) do it without reading data first. PPS ...and also 3) be willing to poke the awful mess that is Thrix dialog file with a ten foot pole. This dialog was the worst in the entire SoD by a huge margin, because writers wanted to have random element added. In retrospect, may we should've added small cutscene effect and move all the rng calculations in there
  6. I am - special characters need to be preceded by \, to reverse them as a part of regexp formula. A-aand it only needs to be done when matching the string COPY_EXISTING ~SHOUT.BCS~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY ~Heard(\[NOTEVIL\],99)~ ~Heard([NOTEVIL],99) Detect(LastHeardBy)~ REPLACE_TEXTUALLY ~Heard(\[NOTGOOD\],99)~ ~Heard([NOTGOOD],99) Detect(LastHeardBy)~ END BUT_ONLY IIRC the only regexp allowed in replacement string is \1, \2 etc. to denote a match variable: REPLACE_TEXTUALLY ~\(Heard\)~ ~True() \1~ // WeiDu will substitute \1 with whatever has been matched by the first \(\) expression, \2 - with the second etc. As you can see, in case of match expression the parenthesis and numbers get preceded by \, to mark them as regexp and not part of a string. Fun, huh?
  7. If you donate the amount equal or greater than value corresponding to the current reputation (specified in reputati.2da), then it will increase by 1 point. No means of detection that I know of. You could try appending StartStore() actions with SetGlobal() to run a check afterwards if reputation is now greater than it used to be before starting dialog.
  8. Those vars look like arguments for party AI scripts, to turn off item usage by clones. They don't affect actual item flags.
  9. Rain probability set to 100? I vaguely remembering having similar problem in SoD with BG city districts, but I don't remember the details, except it was something close to Australian shaman dance indeed... Some possibilities - try adding your area to mastarea.2da, or to the worldmap. Could have been some other file than these, but my memory stops there. Otherwise something to do with WED... I think.
  10. ADD_ITEM_HEADER https://github.com/Gibberlings3/ItemRevisions/blob/master/item_rev/lib/macros.tpa Maybe check WeiDu readme/history, I won't be surprised if it's been included, or there's a similar function.
  11. You can read info points for >0 strref and empty script field. If the former is true, create a prefix%strref% script with DisplayString() if it doesn't exist yet, and assign to the script field.
  12. Info points can function without a script, as long as they have a valid strref specified. For your purpose you'd have change strref to -1 and attach a script that would DisplayString() it instead.
  13. Unless StoreZoomlevel() & RestoreZoomLevel() work in cutscene mode (which they very well might not), I suspect that no. PSTEE is a separate branch, which is probably why it behaves differently from BG/BG2/IWD EEs.
  14. Luck parameter gone wild, by the look of it.
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