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Found 76 results

  1. First draft. Less to talk about here. PC gets stronghold. Aran genially asks about it. Complications ensue. 1. multi-stronghold folks vs re-classing Aran vs. stock responses. 2. easter egg for having all strongholds. 3. time. This sample took hours to create and runs three lines [A] > [PC] > [A] in-game. note to self - look up triggers for thieves guild and recheck vs Blucher's and aVENGER (RR)'s expanded guild content, for .bcs operation. note to self - steal berelinde's .bcs blocks for Gavin that tip off stronghold ownership, modify to Aran's dv and the given LOCALS values placed here, and claim as own brilliant idea thus winning fame, worldwide acclaim, and the millions of dollars such an act will bring my way. note to self - must not play clip of Morodin singing or go into Research Lab on Normandy 2. Must not play ME2. Too many similarities. Must evaluate code, test weidu functionality, choose pathways for progression of ToB talks... too much to do. Too little time. Salarian brain equipped for tasks, but need Krogon stamina to complete. Must talk to Shepherd about creating new [PARAGON ACTION HERE] Must post and shut down computer. /* Gaining Stronghold Responses : set from .bcs */ /* 1 possible if played without mods, 2 or 3 for multiclass PC's with mods, all of them if one of the multi-stronghold tweaks are installed */ IF ~Global("c-arants","LOCALS",1)~ THEN BEGIN a1502 SAY ~[ARAN] Well, <CHARNAME>, you done got yourself a nice little operation to run. Gamblin', prostitution, light theft, "protection", spyin', an' a cute little trainin' program to boot. Question is, what are you goin' to do with it.~ ++ ~[PC] Anything I want.~ DO ~SetGlobal("c-arants","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1503 /* c-anythingiwant */ ++ ~[PC] Whatever serves the greater good.~ DO ~SetGlobal("c-arants","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1504 /* c-whateverservesgood */ + ~Class("c-aran",THIEF_ALL)~ + ~[PC] Are you jealous? After all, you have some minor skills in gathering either information or whatever is not tied down. Strike that. Especially things that are tied down.~ DO ~SetGlobal("c-arants","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1505 /* c-tieddown */ + ~Class("c-aran",MAGE_ALL)~ + ~[PC] I am not sure you would understand, all wrapped up in your books and scribing. It takes coin to keep you in quills, parchment, and spell components.~ DO ~SetGlobal("c-arants","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1506 /* c-takescoin */ + ~Class("c-aran",CLERIC_ALL)~ + ~[PC] Say a prayer or two for me. I want this as a base of operations and an income stream, but I hear that there is only one way out of the Guild, and it involves me having a minor accident.~ DO ~SetGlobal("c-arants","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1507 /* c-minoraccident */ + ~Class("c-aran",FIGHTER_ALL)~ + ~[PC] Well, I have your sword arm to back me up. Sometimes, a little subtle action is useful. Other times, the situation calls for the trademark "Whitehand Technique"... kill anything that moves, and then resurrect anyone who we did not mean to kill.~ DO ~SetGlobal("c-arants","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1508 /* c-strongarmthem */ ++ ~[PC] I know this is not the most honest, upright way of doing things. But right now we need the resources, and shutting this all down puts people at risk of far worse owners.~ DO ~SetGlobal("c-arants","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1509 /* c-rightboss */ END IF ~Global("c-aranrs","LOCALS",1)~ THEN BEGIN a1470 SAY ~[ARAN] Well, you done got us a nice place to set up base camp. I don't rightly know what a Ranger territory means, though, really. Anythin' special we got to do?~ ++ ~[PC] Just do what I tell you to, when I tell you to, and everything will be fine.~ DO ~SetGlobal("c-aranrs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1479 ++ ~[PC] Whatever serves the greatest good for the greatest number of our charges.~ DO ~SetGlobal("c-aranrs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1480 ++ ~[PC] It's good to know you are paying attention to our progress, Aran. Your scrivening will be useful handling all this. But stick to weaponry and contracts, and let me handle management.~ DO ~SetGlobal("c-aranrs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1481 + ~Class("c-aran",THIEF_ALL)~ + ~[PC] Well, you have some minor skills in gathering either information or whatever is not tied down. Strike that. Especially things that are tied down.~ DO ~SetGlobal("c-aranrs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1488 + ~Class("c-aran",MAGE_ALL)~ + ~[PC] I am not sure you would understand, all wrapped up in your books and scribing. It takes coin to keep you in quills, parchment, and spell components.~ DO ~SetGlobal("c-aranrs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1487 + ~Class("c-aran",CLERIC_ALL)~ + ~[PC] Say a prayer or two for me. I want this as a base of operations and an income stream, but I know that helping protect a wide territory is a great deal of work.~ DO ~SetGlobal("c-aranrs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1490 + ~Class("c-aran",FIGHTER_ALL)~ + ~[PC] Well, I have your sword arm to back me up. Sometimes, a little subtle action is useful. Other times, the situation calls for the trademark "Whitehand Technique"... kill anything that moves, and then resurrect anyone who we did not mean to kill.~ DO ~SetGlobal("c-aranrs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1491 +~!Class(Player1,RANGER_ALL)~+ ~[PC] I know this is not really what I spent my life training for. But right now we need the resources, and these people need someone to look after them.~ DO ~SetGlobal("c-aranrs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1509 /* c-rightboss */ END IF ~Global("c-aranps","LOCALS",1)~ THEN BEGIN a1471 SAY ~[ARAN] Well, you done got us a nice place to set up a base. Th' Order's back room there be plain, but clean an' secure. I don't rightly know what they will do to me, on account o' my language bein' so rough, though. Any words o' advice?~ ++ ~[PC] We do what the Order says, when it asks. Until then, we take advantage of the stability they offer.~ DO ~SetGlobal("c-aranps","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1482 ++ ~[PC] Whatever serves the greatest good.~ DO ~SetGlobal("c-aranps","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1483 ++ ~[PC] It's good to know you are paying attention to our progress, Aran. Your scrivening will be useful handling all this. But stick to weaponry and contracts, and let me handle management.~ DO ~SetGlobal("c-aranps","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1481 + ~Class("c-aran",THIEF_ALL)~ + ~[PC] Well, you have some minor skills in gathering information. That might make a useful addition to the Order, and secure our relationship with them.~ DO ~SetGlobal("c-aranps","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1488 + ~Class("c-aran",MAGE_ALL)~ + ~[PC] I am not sure you would understand, all wrapped up in your books and scribing. It takes coin to keep you in quills, parchment, and spell components.~ DO ~SetGlobal("c-aranps","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1487 + ~Class("c-aran",CLERIC_ALL)~ + ~[PC] Say a prayer or two for me. I want this as a base of operations, but I know that helping the Order is a great deal of work and returns very little coin.~ DO ~SetGlobal("c-aranps","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1490 + ~Class("c-aran",FIGHTER_ALL)~ + ~[PC] Well, I have your sword arm to back me up. Sometimes, a little subtle action is useful. Other times, the situation calls for the trademark "Whitehand Technique"... kill anything that moves, and then resurrect anyone who we did not mean to kill.~ DO ~SetGlobal("c-aranps","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1491 + ~!Class(Player1,PALADIN_ALL)~ + ~[PC] I know this is not really what I spent my life training for. But right now we need the backup, and having the backing of the Order will allow us more freedom to operate.~ ~SetGlobal("c-aranps","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1509 /* c-rightboss */ END IF ~Global("c-aranms","LOCALS",1)~ THEN BEGIN a1472 SAY ~[ARAN] Well, you done got us an odd place to set up base camp. I don't rightly know if wanderin' 'round the Planes be a good idea. Seems like we got enough trouble right here on Faerun.~ ++ ~[PC] We do whatever I want to do, and use the Sphere to accomplish those goals.~ DO ~SetGlobal("c-aranms","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1484 ++ ~[PC] We will do whatever serves the greatest good for the most people.~ DO ~SetGlobal("c-aranms","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1485 ++ ~[PC] It's good to know you are paying attention to our progress, Aran. Your scrivening will be useful handling all this. But stick to weaponry and contracts, and let me handle management.~ DO ~SetGlobal("c-aranms","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1481 + ~Class("c-aran",THIEF_ALL)~ + ~[PC] Well, you have some minor skills in gathering either information or whatever is not tied down. Strike that. Especially things that are tied down.~ DO ~SetGlobal("c-aranms","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1489 + ~Class("c-aran",MAGE_ALL)~ + ~[PC] I am not sure you would understand, all wrapped up in your books and scribing. It takes coin to keep you in quills, parchment, and spell components.~ DO ~SetGlobal("c-aranms","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1498 + ~Class("c-aran",CLERIC_ALL)~ + ~[PC] Say a prayer or two for me. I want this as a base of operations, but I know that managing apprentices and dealing with the Sphere will be a great deal of work.~ DO ~SetGlobal("c-aranms","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1490 + ~Class("c-aran",FIGHTER_ALL)~ + ~[PC] Well, I have your sword arm to back me up. Sometimes, a little subtle action is useful. Other times, the situation calls for the trademark "Whitehand Technique"... kill anything that moves, and then resurrect anyone who we did not mean to kill.~ DO ~SetGlobal("c-aranms","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1491 + ~!Class(Player1,MAGE_ALL)~ + ~[PC] I know this is not really what I spent my life training for. But right now we need all the resources we can get, and this is too important an object to be left lying around unused.~ DO ~SetGlobal("c-aranms","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1509 /* c-rightboss */ END IF ~Global("c-aranfs","LOCALS",1)~ THEN BEGIN a1473 SAY ~[ARAN] Well, you done got us a nice place to set up permanent. Bein' a landlord has some advantages, too, with that coin comin' in. I don't suppose we can call up an army as well as use th' Keep as a home, eh?~ ++ ~[PC] We will have to investigate that. At the very least, we might be able to gather some idiots who will be useful spell-fodder and distractions before they die.~ DO ~SetGlobal("c-aranfs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1486 ++ ~[PC] We will do whatever serves the greatest good for the most people who are tied to this Keep and its lands.~ DO ~SetGlobal("c-aranfs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1480 ++ ~[PC] It's good to know you are paying attention to our progress, Aran. Your scrivening will be useful handling all this. But stick to weaponry and contracts, and let me handle management.~ DO ~SetGlobal("c-aranfs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1481 + ~Class("c-aran",THIEF_ALL)~ + ~[PC] Well, you have some minor skills in gathering either information or whatever is not tied down. Strike that. Especially things that are tied down. You could investigate the books and see what might be possible.~ DO ~SetGlobal("c-aranfs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1489 + ~Class("c-aran",MAGE_ALL)~ + ~[PC] No armies. I am not sure you would understand, all wrapped up in your books and scribing. It takes coin to keep you in quills, parchment, and spell components. It takes much, much more coin to build an army, even a conscripted one.~ DO ~SetGlobal("c-aranfs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1487 + ~Class("c-aran",CLERIC_ALL)~ + ~[PC] Say a prayer or two for me. I want this as a base of operations and an income stream, but I know that helping protect a wide territory is a great deal of work.~ DO ~SetGlobal("c-aranfs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1490 + ~Class("c-aran",FIGHTER_ALL)~ + ~[PC] Well, I have your sword arm to back me up. Sometimes, a little subtle action is useful. Other times, the situation calls for the trademark "Whitehand Technique"... kill anything that moves, and then resurrect anyone who we did not mean to kill.~ DO ~SetGlobal("c-aranfs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1491 + ~!Class(Player1,FIGHTER_ALL)~ + ~[PC] I know this is not really what I spent my life training for. But right now we need the backup, and having a fortress and tenants allows us more freedom to operate.~ DO ~SetGlobal("c-aranfs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1509 /* c-rightboss */ END IF ~Global("c-arands","LOCALS",1)~ THEN BEGIN a1474 SAY ~[ARAN] Well, you done got us a nice place to set up base camp. I don't rightly know what a Druid territory means, though, really. Anythin' special we got to do?~ ++ ~[PC] I use it to further my goals. You use it however I choose to let you.~ DO ~SetGlobal("c-arands","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1484 ++ ~[PC] We do whatever serves the entire Grove's creatures best.~ DO ~SetGlobal("c-arands","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1489 ++ ~[PC] It's good to know you are paying attention to our progress, Aran. Your scrivening will be useful handling all this. But stick to weaponry and contracts, and let me handle management.~ DO ~SetGlobal("c-arands","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1481 + ~Class("c-aran",THIEF_ALL)~ + ~[PC] Well, you have some minor skills in gathering either information or whatever is not tied down. Strike that. Especially things that are tied down.~ DO ~SetGlobal("c-arands","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1489 + ~Class("c-aran",MAGE_ALL)~ + ~[PC] I am not sure you would understand, all wrapped up in your books and scribing. Nature is a harsh mistress, and protecting this place will take a great deal of focus and attention.~ DO ~SetGlobal("c-arands","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1487 + ~Class("c-aran",CLERIC_ALL)~ + ~[PC] Say a prayer or two for me. I want this as a base of operations, but I know that helping protect a wide territory is a great deal of work.~ DO ~SetGlobal("c-arands","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1490 + ~Class("c-aran",FIGHTER_ALL)~ + ~[PC] Well, I have your sword arm to back me up. Sometimes, a little subtle action is useful. Other times, the situation calls for the trademark "Whitehand Technique"... kill anything that moves, and then resurrect anyone who we did not mean to kill.~ DO ~SetGlobal("c-arands","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1491 + ~!Class(Player1,DRUID_ALL)~ + ~[PC] I know this is not really what I spent my life training for. But right now we need the backup, and having nature on our side could have huge advantages.~ DO ~SetGlobal("c-arands","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1509 /* c-rightboss */ END IF ~Global("c-arancs","LOCALS",1)~ THEN BEGIN a1475 SAY ~[ARAN] Well, you done got us a secure place to set up a base camp, complete wi' the protection o' a god. Anythin' special we got to do?~ ++ ~[PC] Whatever we can get away with.~ DO ~SetGlobal("c-arancs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1484 ++ ~[PC] Whatever serves the Temple.~ DO ~SetGlobal("c-arancs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1480 ++ ~[PC] It's good to know you are paying attention to our progress, Aran. Your scrivening will be useful handling all this. But stick to weaponry and contracts, and let me handle management.~ DO ~SetGlobal("c-arancs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1481 + ~Class("c-aran",THIEF_ALL)~ + ~[PC] Well, you have some minor skills in gathering either information or whatever is not tied down. Strike that. Especially things that are tied down.~ DO ~SetGlobal("c-arancs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1488 + ~Class("c-aran",MAGE_ALL)~ + ~[PC] I am not sure you would understand, all wrapped up in your books and scribing. There is more here than ways to keep you in quills and parchment.~ DO ~SetGlobal("c-arancs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1487 + ~Class("c-aran",CLERIC_ALL)~ + ~[PC] Say a prayer or two for me. I want this as a base of operations, but I know that being involved in a Temple is a great deal of work.~ DO ~SetGlobal("c-arancs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1490 + ~Class("c-aran",FIGHTER_ALL)~ + ~[PC] Well, I have your sword arm to back me up. Sometimes, a little subtle action is useful. Other times, the situation calls for the trademark "Whitehand Technique"... kill anything that moves, and then resurrect anyone who we did not mean to kill.~ DO ~SetGlobal("c-arancs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1491 + ~!Class(Player1,CLERIC_ALL)~ + ~[PC] I know this is not really what I spent my life training for. But right now we need the backup, and having the backing of the Temple will allow us more freedom to operate.~ DO ~SetGlobal("c-arancs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1509 /* c-rightboss */ END IF ~Global("c-aranbs","LOCALS",1) Gender(Player1(MALE)~ THEN BEGIN a1476 SAY ~[ARAN] Well, you done got us a nice place to set up base camp. I don't rightly know much about playwritin', but you want help wi' the castin' couch, you just let me know. ~ ++ ~[PC] We do whatever it takes to increase my fame and fortune.~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1492 ++ ~[PC] We do our best to keep these people employed and helping lift spirits. These are dangerous, horrible times for most people, and they need good entertainment.~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1493 ++ ~[PC] It's good to know you are paying attention to our progress, Aran. Your scrivening will be useful handling all this. But stick to weaponry and contracts, and let me handle management.~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1481 + ~Class("c-aran",THIEF_ALL)~ + ~[PC] Well, you have some minor skills in gathering either information or whatever is not tied down. Strike that. Especially things that are tied down.~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1489 + ~Class("c-aran",MAGE_ALL)~ + ~[PC] I am not sure you would understand, all wrapped up in your books and scribing. It takes coin to keep you in quills, parchment, and spell components.~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1487 + ~Class("c-aran",CLERIC_ALL)~ + ~[PC] Say a prayer or two for me. I want this as a base of operations and an income stream, but I know that managing a successful Theater is a great deal of work.~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1490 + ~Class("c-aran",FIGHTER_ALL)~ + ~[PC] Well, I have your sword arm to back me up. Sometimes, a little subtle action is useful. Other times, the situation calls for the trademark "Whitehand Technique"... if something stands between you and your goal, whack it with something until it goes away.~ DO ~SetGlobal("c-aranbs","LOCALS",2)~ + a1491 + ~!Class(Player1,BARD_ALL)~ + ~[PC] I know this is not really what I spent my life training for. But right now we need resources, and having the Theater will allow us more freedom to operate.~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1509 /* c-rightboss */ END IF ~Global("c-aranbs","LOCALS",1) Gender(Player1(FEMALE)~ THEN BEGIN a1477 SAY ~[ARAN] Well, you done got us a nice place to set up base camp. I don't rightly know much about playwritin', but I do decent copywork. I think I done told you that before. How can I help?~ ++ ~[PC] This sudden offer to help would not be because some of the ingénues are pretty little redheads with wide, innocent eyes and low cut dresses, would it?~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1494 ++ ~[PC] I think I can handle a theater company. After all of the dangerous beasts we have clobbered, how hard could handling a group of stage musicians, actors, and suppliers possibly be?~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1495 ++ ~[PC] It's good to know you are paying attention to our progress, Aran. Your scrivening will be useful handling all this. But stick to weaponry and contracts, and let me handle management.~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1481 + ~Class("c-aran",THIEF_ALL)~ + ~[PC] Well, you have some minor skills in gathering either information or whatever is not tied down. Strike that. Especially things that are tied down.~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1489 + ~Class("c-aran",MAGE_ALL)~ + ~[PC] I am not sure you would understand, all wrapped up in your books and scribing. It takes coin to keep you in quills, parchment, and spell components.~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1487 + ~Class("c-aran",CLERIC_ALL)~ + ~[PC] Say a prayer or two for me. I want this as a base of operations and an income stream, but I know that managing a successful Theater is a great deal of work.~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1490 + ~Class("c-aran",FIGHTER_ALL)~ + ~[PC] Well, I have your sword arm to back me up. Sometimes, a little subtle action is useful. Other times, the situation calls for the trademark "Whitehand Technique"... if something stands between you and your goal, whack it with something until it goes away.~ DO ~SetGlobal("c-aranbs","LOCALS",2)~ + a1491 + ~!Class(Player1,BARD_ALL)~ + ~[PC] I know this is not really what I spent my life training for. But right now we need resources, and having the Theater will allow us more freedom to operate.~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1509 /* c-rightboss */ END /* Easter Egg for Multi-stronghold folks who get all strongholds at once */ IF ~Global("c-aranas","LOCALS",1)~ THEN BEGIN a1478 SAY ~[ARAN] Denir's Dextrous Digits, I am goin' crazy. What wi' all o' these strongholds to maintain, there be so much paperwork that I be usin' potions o' healin' on th' paper cuts. An' some idiot decided it were unkind to kill animals an' trees to use for buildin' parchment an' vellum, so now I have that ranger cabin an' druid grove on verbal contract.~ = ~[ARAN] That senchal at th' Keep be whinin' about taxes not addin' up, th' Thieves Guild dues we paid twice on account o' "clerical error", an' somehow those bloody apprentices wanted spell components similar to the temple's order so th' order components got cross-shipped. Don't rightly know how more messed up this can get.~ = ~[ARAN] Hey, find me somethin' to kill, eh? I am shut o' paperwork for a good while. Or mayhap get me a nice personal assistant, what can keep up with th' filin'.~ ++ ~[PC] You asked to help, remember? Don't come crying to me now.~ DO ~SetGlobal("c-aranas","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1496 ++ ~[PC] You have done a good job, and you will get through this. Just clear your head, take a day or two off, and then focus on getting things back in order.~ DO ~SetGlobal("c-aranas","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1497 ++ ~[PC] If you can't handle it, we will find someone else to do the job.~ DO ~SetGlobal("c-aranas","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1510 END IF ~~ a1479 SAY ~[ARAN] Right, then. Note to self... don't mess wi' a ranger and <PRO_HISHER> territory, on account o' they will be right snippy about it. I will be goin' about my business, eh?~ IF ~~ THEN EXIT END IF ~~ a1480 SAY ~[ARAN] Right nice o' you, all things considered. Me, I'd be wonderin' how to get someone extra hired on, makin' sure your wishes got done while you be runnin' about Faerun huntin' mad mages and miscellaneous mischievous maniacs. But that be me, always thinkin' an' talkin' way too much.~ IF ~~ THEN EXIT END IF ~~ a1481 SAY ~[ARAN] Look, it will turn out fine for you, no matter what. Just a bit o' occasional paperwork, some meetin's, an' mayhap some decisions to make later on, eh? We get a base o' operations, mayhap some coin, an' who knows what else. Worst comes to worst, we walk away clean and let fate take a hand.~ IF ~~ THEN EXIT END IF ~~ a1482 SAY ~[ARAN] Takin' advantage o' the Order o' the Radiant Heart sounds right smart. It be up there among th' top "smart" things to do, alongside rippin' the mask off a Lord o' Neverwinter, crossin' the Shadow Thieves, takin' a piss on a Dryad's oak, an' havin' wild sex wi' random dragons.~ IF ~~ THEN EXIT END IF ~~ a1483 SAY ~[ARAN] Sounds just like those wet-behind-the-ears recruit squires I seen cleanin' privys. The Order's goin' to like havin' us around right fine.~ IF ~~ THEN EXIT END IF ~~ a1484 SAY ~[ARAN] Was this th' part where we break into low evil chuckles, followed by increasin'ly disturbin' laughter, followed by a thunderclap an' some ominous music?~ IF ~~ THEN EXIT END IF ~~ a1485 SAY ~[ARAN] Well, I surely don't know what wanderin' around in a glorified fishbowl randomly crushin' parts o ' towns will do for th' greater good, but it sure will be fun tryin' not to smash the thing up on th' landin's. At the very least, it ought to be good for a laugh or two.~ IF ~~ THEN EXIT END IF ~~ a1486 SAY ~[ARAN] Auril's Icy Aura, remind me not to piss you off, eh? I have heard o' cold, but th' last bastards what went for those tactics were Iron Throne.~ IF ~~ THEN EXIT END IF ~~ a1487 SAY ~[ARAN] Savras' Foresight, I understand right fine. An' I bet it will be a mite useful to have this place. Tell you what, you find soemthin' I can do wi' my little quill, an' I will help out.~ IF ~~ THEN EXIT END IF ~~ a1488 SAY ~[ARAN] Well, I'll give it a shot. Somehow, I just hope they don't ask too many questions on how I get th' information or th' resources. Could be just a mite ticklish, eh?~ IF ~~ THEN EXIT END IF ~~ a1489 SAY ~[ARAN] Savras' Foresight, forewarned be forearmed, or somethin' like that. Runnin' this place will take information, good record keepin' an' an eye for detail. I be just th' right man for th' job. Now, where do they keep th' strong drink around here? I'll be wantin' to take a right good inventory...~ IF ~~ THEN EXIT END IF ~~ a1490 SAY ~[ARAN] I'm right on th' prayer angle, <CHARNAME>. But if you were afraid o' a little bit o' hard work, well... you'd be dead, an' some blighted arse would be makin' life hell for me by sendin' out waves o' murderin' bastards to set up bathtubs o' blood for a nice afternoon wash. So, all things considered, a little paperwork an' a few decisions be a small price to pay.~ IF ~~ THEN EXIT END IF ~~ a1491 SAY ~[ARAN] Hey, do I get royalties on that? On account o' I think most of the sly bastards we be fightin' seem to have th' same idea. Well, except for th' ones who give some long monologue about how they be the baddest arseholes around, an' we will be sorry we tangled wi' 'em. Poor sods.~ IF ~~ THEN EXIT END IF ~~ a1492 SAY ~[ARAN] Now, don't you be gettin' all star an' stage struck, <CHARNAME>. Next thing you know, you'll be dumpin' all your gold into a massive production of 'Lyra, the Masked Lady of Destiny; a Love Story In Three Acts', fendin' off demands from th' Actor's Guild an' th' Stage Workers Union. Worse, you might have to be dealin' with publicity agents.~ IF ~~ THEN EXIT END IF ~~ a1493 SAY ~[ARAN] Good entertainment? You be kiddin' me, right? The average person out there be more interested in watchin' th' drama o' whose daughter slept wi' whom, an' how many gibberlin's a man can be run overby in an hour. Hey... that's not bad. Mayhap we got a new show, cheap to produce. Sell tickets, then put a group o' commoners out in a field armed wi' butter knives, an' send in a wave o' gibberlin's. We could call it "Survivor: Athalka".~ IF ~~ THEN EXIT END IF ~~ a1494 SAY ~[ARAN] Sharess' Sensual Caress, what ever put that fool idea into your head? Now, if you just send 'em over to me, I'll draw up a list o' measurements, an' such. Costumes don't rightly sew themselves into proper fit, you know. Busy, busy time. Knock before you enter th' wardrobe room, eh?~ IF ~~ THEN EXIT END IF ~~ a1495 SAY ~[ARAN] Waukeen's Wanderin' Worshipers, you never did no community theater productions, I take it.~ IF ~~ THEN EXIT END IF ~~ a1496 SAY ~[ARAN] Sure, sure... kick a man when he be down. Right. I can fix it up. You go on conquerin' Faerun, an' I'll just be in th' back, sortin' out supply requisitions.~ IF ~~ THEN EXIT END IF ~~ a1497 SAY ~[ARAN] Right you are. Tymora's Bright Smile, I done had worse troubles to iron out, like that time th' 'Fist accidentally took a contract for both protectin' an' sackin' the same fiefdom. No worries. I will take a breather, an' get back on it as soon as my head clears.~ IF ~~ THEN EXIT END IF ~~ a1498 SAY ~[ARAN] Hey, I studied enough magic to know how important that blighted Gond-Meets-Mystrul-an'-Mystra construct be. I just don't rightly see how you are goin' to be able to leverage it against th' bastards we are fightin' right now. You can't hide in an' among th' Planes when your opponents have eyes everywhere, an' when we don't know where they are, we can't just drop in unannounced. But I guess you be right. It is a damned fine place to take a nap, at least.~ IF ~~ THEN EXIT END /* Romantic Encounters: Valygar item */ IF ~~ a1499 SAY ~[ARAN] That be a right fine piece o' jewelry you be wearin', <CHARNAME>. Now, where did you get it, eh?~ IF ~InParty("valygar")~ THEN DO ~SetGlobal("c-aljewelv","LOCALS",1)~ GOTO a1500 IF ~!InParty("valygar")~ THEN DO ~SetGlobal("c-aljewelv","LOCALS",1)~ GOTO a1501 END IF ~~ a1500 SAY ~[ARAN] Valygar seems to like it right fine, too. At least, he has an eye out for it when it be on you.~ IF ~~ THEN EXIT END IF ~~ a1501 SAY ~[ARAN] I just never did see when you got it, or where, or why. But it suits you right well, it does. Hey, why th' red face?~ IF ~~ THEN EXIT END /* c-anythingiwant */ IF ~~ a1503 SAY ~[ARAN] Bane's Broken Bones, you be a right strong <PROMANWOMAN>. Got it. I'll set to checkin' how we can raise coin out o' this here operation right quick.~ IF ~~ THEN EXIT END /* c-whateverservesgood */ IF ~~ a1504 SAY ~[ARAN] Well, you be powerful enough to use it as a tool for whatever you want to accomplish, eh? Have someone send over th' contracts an' paperwork, an' I'll get right on seein' what be what.~ IF ~~ THEN EXIT END /* c-tieddown */ IF ~~ a1505 SAY ~[ARAN] Jealous? Sons o' th' Seldarine, what gave you that bloody idea? I don't want no target on my back, an' all those decisions. Hells, if I wanted that, I would have struck out on my own and built my own little mercenary company! There be enough hassles just bein' on staff, let alone runnin' th' show!~ IF ~~ THEN EXIT END /* c-takescoin */ IF ~~ a1506 SAY ~[ARAN] Ubtao's Great Beginnin', I understand right fine. I don't question the decision, I just wanted to know what you be wantin' to do. When you take charge o' somethin' there always be paperwork. That's where havin' me along comes in right handy, eh?~ IF ~~ THEN EXIT END /* c-minoraccident */ IF ~~ a1507 SAY ~[ARAN] Velsharoon's Vicious Vampires, I'll be sayin' more than a prayer or two. Those "minor accidents" usually come in th' form o' stabbin' yourself while ingestin' poison, havin' tied yourself to a chair, an' fallin' out a third story window two or mayhap three times.~ IF ~~ THEN EXIT END /* c-strongarmthem */ IF ~~ a1508 SAY ~[ARAN] Well, I have your sword arm to back me up. Sometimes, a little subtle action is useful. Other times, the situation calls for the trademark "Whitehand Technique"... kill anything that moves, and then resurrect anyone who we did not mean to kill.~ IF ~~ THEN EXIT END /* c-rightboss */ IF ~~ a1509 SAY ~[ARAN] Look, <CHARNAME> you don't owe me no reasons. I just thought I should kick in wi' handlin' the paperwork, is all.~ IF ~~ THEN EXIT END IF ~~ a1510 SAY ~[ARAN] Good. Talona's Mericless Poisons, I thought handlin' a trade coster or a mercenary regiment was tough. This... well, let's just say I'd rather you strip me down an' send me arse first into a nest o' kobolds.~ IF ~~ THEN EXIT END edit: ok, i have a favorite. i don't usually, but this time, I do. So it probably is rechanneled from some other work, because it cracked me up, which means it probably is some line from SportsNight, West Wing, StarGate:all of them, StarTrek:all of them, Burn Notice, The Mentalist, Monk, Psyche, Remington Steele, Moonlighting, or another snappy banter show that has bouncing around in my head for years: ++ ~[PC] I think I can handle a theater company. After all of the dangerous beasts we have clobbered, how hard could handling a group of stage musicians, actors, and suppliers possibly be?~ DO ~SetGlobal("c-aranbs","LOCALS",2) RealSetGlobalTimer("c-aranstrong","GLOBAL",180)~ + a1495 IF ~~ a1495 SAY ~[ARAN] Waukeen's Wanderin' Worshipers, you never did no community theater productions, I take it.~ IF ~~ THEN EXIT END
  2. Fun little snippets that can only be gathered if you do silly things in-game - the Easter egg is as old as computer gaming itself. One more recent addition to Easter eggs in games are conditional talks that can be triggered if you do something that is really a sideline in the game. In BG2, you can drink, and get intoxicated. The only thing this does is reduce your combat stats for a time, as a single drink or two is more than enough to get rumors at bars, is really not necessary, and as far as I know has no relation to anything at all in the gameplay. Several modders have played with this intoxication, though, using it for entertainment, and Aran seems to be a bar-hopping type of guy. Fortunately or unfortunately, I am not, preferring a quiet, reasonably aged scotch in the company of friends and/or family over wild shenannigans. (Yep. I actually used 'shennanigans' in a sentence. +10 points for SAT prep tests). So, aside from the scripting of the trigger (CheckStat:intoxication), here is a first pass at a series of three 'drunk talks', and a call for ideas to add/take away. The goal is for short, humorous, interesting exchanges that would happen when Three Sheets To The Wind™, Blotto™, or just short of Praying to the Great Porcelain God®. We have plenty of other spots for deep introspection, fun flirts, or other silliness. Here, the player will need to get Aran drunk in order to trigger this set, so we can assume that the player is purposefully searching for a fun relief from the 400th playthrough of required quest cycle, and wants a bit of humor to spice up the game. /* This is fun - Let's paint the town red! */ IF ~Global("c-arandrunk","GLOBAL",1)~ THEN BEGIN c-arandrunk1 SAY ~[ARAN] Now, tha... that last round, it packed one hell o' a... hell o' a wallop. Hey, stop weavin' about so much, <CHARNAME>.~ + ~Gender(Player1,FEMALE)~ + ~[PC] You seem to have had too much to drink. Perhaps we should get you to bed.~ DO ~SetGlobal("c-arandrunk","GLOBAL",2) SetGlobalTimer("c-aransmalltalk","GLOBAL",300)~ c-drunk1fem + ~Gender(Player1,MALE)~ + ~[PC] You seem to have had too much to drink. Perhaps we should get you to bed.~ DO ~SetGlobal("c-arandrunk","GLOBAL",2) SetGlobalTimer("c-aransmalltalk","GLOBAL",300)~ c-drunk1male END /* womenfolk */ IF ~~ c-drunk1fem SAY ~[ARAN] Too kind o' you, lookin' out for me an' all. But I think you'd be a mite bit disappointed in my performance, eh? On account o' I might not be able to see where to fit th' key in the hole wi' everythin' spinnin' around so much, so to speak.~ ++ ~[PC] Is everything you say and do about sex?~ + c-aboutsex ++ ~[PC] Did you just proposition me?~ + c-proposition ++ ~[PC] I wasn't expecting much from you anyways. Forget it.~ + c-million ++ ~[PC] You would never say that to me if you were not very, very drunk.~ + c-verydrunk END IF ~~ c-aboutsex SAY ~[ARAN] Hells, yes. Well, no. I mean, there be fightin', an' writin', an' sometimes a nice bit o' commentary on th' state o' Waterdeep politics. But mostly, it be about sex. Either havin' it, not havin' it, or whom th' havin' or not havin'... what was I sayin'?~ ++ ~[PC] You were saying how you really wanted to go to sleep right now.~ DO ~RestParty()~ EXIT ++ ~[PC] You are stupid and rude, and I think you can just stay here and fend for yourself.~ DO ~RestParty()~ EXIT ++ ~[PC] You are drunk. I think I might be, too, a little. I will see you tomorrow.~ DO ~RestParty()~ EXIT ++ ~[PC] Politics, sex, having your way with me, you know... the usual. Aran? Are you awake? Aran?~ DO ~RestParty()~ EXIT END IF ~~ c-proposition SAY ~[ARAN] Did I? I do believe I did. Well, if I could remember what I said. Why, you interested?~ ++ ~[PC] You are stupid and rude, and I think you can just stay here and fend for yourself.~ DO ~RestParty()~ EXIT ++ ~[PC] You are drunk. I think I might be, too, a little. I will see you tomorrow.~ DO ~RestParty()~ EXIT ++ ~[PC] Yes.~ + c-dammit ++ ~[PC] Never in a million years.~ + c-million ++ ~[PC] This is why I do not get drunk. It saves all sorts of embarassment the next morning.~ + c-million END IF ~~ c-verydrunk SAY ~[ARAN] You be right on that. But probably I won't remember in th' mornin'. I don't know, <CHARNAME>... there be so much about you that sets me on fire. But then you scare me, too. Don't know if I am comin' or goin', goin', or... what was I sayin'?~ ++ ~[PC] You are stupid and rude, and I think you can just stay here and fend for yourself.~ DO ~RestParty()~ EXIT ++ ~[PC] You are drunk. I think I might be, too, a little. I will see you tomorrow.~ DO ~RestParty()~ EXIT ++ ~[PC] I would not sleep with you, Aran, even if you were a Masked Lord of Neverwinter. Never in a million years.~ + c-million ++ ~[PC] This is why I do not get drunk. It saves all sorts of embarassment the next morning.~ + c-million ++ ~[PC] Well, you are drunk, and I might be, too... but I want to be special to someone right now. I say yes. Let's go upstairs.~ + c-dammit END IF ~~ c-dammit SAY ~[ARAN] Shun's... Zune's.. hells, whatever-her-name-is' Schlippery Schlopes. I want you, an' you say yes, an' then it all falls apart on account o' I am just about to...~ ++ ~[PC] Aran? Aran? Wake up, Aran...~ DO ~RestParty()~ EXIT END IF ~~ c-million SAY ~[ARAN] Well, good thing I got a tough hide, eh? Used to rejection. Now, that there cute little thing over there, she might just say yes. Her... th' one standin' next to her twin...~ ++ ~[PC] Aran, you are pointing vaguely in the direction of a table. I think you... too late. Bartender, can you get someone to haul him up to his room?~ DO ~RestParty()~ EXIT END /* menfolk */ IF ~~ c-drunk1male SAY ~[ARAN] No, naught o' talk like that! We got th' whole rest o' th'... ok, we got mayhap a few hours, but still, we should get out there an' find us somethin' to do! There be a lot o' women attracted to power, boyo. Some o' it might rub off on me.~ ++ ~[PC] I am spoken for. But you go along and find some poor girl to make wish that she had stayed home tonight. Just don't get arrested.~ + c-spoilsport ++ ~[PC] I am spoken for. But a fling might be just the thing. She has been getting very possessive and controlling lately. We are not married.~ + c-controlling ++ ~[PC] Come on, let's find some women who have loose morals and low standards. That should take care of you, and then I will go find someone with class and refined tastes for myself.~ + c-bigtalk ++ ~[PC] Is everything you say and do about sex?~ + c-allaboutsex END IF ~~ c-allaboutsex SAY ~[ARAN] Hells, yes. Well, no. I mean, there be fightin', an' writin', an' sometimes a nice bit o' commentary on th' state o' Waterdeep politics. But mostly, it be about sex. Either havin' it, not havin' it, or whom th' havin' or not havin'... what was I sayin'?~ + ~ReputationGT()~ + ~[PC] You were babbling randomly again. I lost track somewhere about the time you opened your mouth.~ + c-goodfriend + ~ReputationLT() ReputationGT()~ + ~[PC] You were babbling randomly again. I lost track somewhere about the time you opened your mouth.~ + c-neutralfriend + ~ReputationLT()~ + ~[PC] You were babbling randomly again. I lost track somewhere about the time you opened your mouth.~ + c-evilfriend + ~ReputationGT()~ + ~[PC] Do not worry, Aran. we will get you upstairs and keep you out of trouble. In this condition, I do not think you even know what you are saying.~ + c-goodfriend + ~ReputationLT() ReputationGT()~ + ~[PC] Well, this is amusing. You are drunk, boyo.~ + c-neutralfriend + ~ReputationLT()~ + ~[PC] Hey, I think you should get a few more drinks in you, while I bet on how many it takes to make you pass out.~ + c-evilfriend ++ ~[PC] Come on, let's find some women who have loose morals and low standards. That should take care of you, and then I will go find someone with class and refined tastes for myself.~ + c-bigtalk ++ ~[PC] Hey, Aran.. say this... 'she sells sea shells by the seashore'. Come on, I dare you!~ + c-sheshellsh END IF ~~ c-bigtalk SAY ~[ARAN] Oh, big talk, big talk. I can see 'em linin' up for you, right now, eh? Price o' fame, I guess. So many women, so many beautiful women... Waukeen's Wanderin' Worshipers, what in th' nine hells was I sayin'?~ ++ ~[PC] You were saying that you were going to buy another round.~ + c-nocoin + ~ReputationGT()~ + ~[PC] You were saying that you were going to try to bed that waitress over there.~ + c-goodfriend + ~ReputationLT() ReputationGT()~ + ~[PC] You were saying that you were going to try to bed that waitress over there.~ + c-neutralfriend + ~ReputationLT()~ + ~[PC] You were saying that you were going to try to bed that waitress over there.~ + c-evilfriend + ~ReputationGT()~ + ~[PC] You were saying that you were going to bed to sleep off the drink.~ + c-goodfriend + ~ReputationLT() ReputationGT()~ + ~[PC] You were saying that you were going to bed to sleep off the drink.~ + c-neutralfriend + ~ReputationLT()~ + ~[PC] You were saying that you were going to bed to sleep off the drink.~ + c-evilfriend + ~ReputationGT()~ + ~[PC] You were saying that the night is young, and you wanted to have some fun.~ + c-goodfriend + ~ReputationLT() ReputationGT()~ + ~[PC] You were saying that the night is young, and you wanted to have some fun.~ + c-neutralfriend + ~ReputationLT()~ + ~[PC] You were saying that the night is young, and you wanted to have some fun.~ + c-evilfriend END IF ~~ c-spoilsport SAY ~[ARAN] Spoilsport. You should come wi' me, an' help me land one o' these women in my bedroll, eh? So many women, so many beautiful women... Waukeen's Wanderin' Worshipers, what in th' nine hells was I sayin'?~ ++ ~[PC] You were saying that you were going to buy another round.~ + c-nocoin + ~ReputationGT()~ + ~[PC] You were saying that you were going to try to bed that waitress over there.~ + c-goodfriend + ~ReputationLT() ReputationGT()~ + ~[PC] You were saying that you were going to try to bed that waitress over there.~ + c-neutralfriend + ~ReputationLT()~ + ~[PC] You were saying that you were going to try to bed that waitress over there.~ + c-evilfriend + ~ReputationGT()~ + ~[PC] You were saying that you were going to bed to sleep off the drink.~ + c-goodfriend + ~ReputationLT() ReputationGT()~ + ~[PC] You were saying that you were going to bed to sleep off the drink.~ + c-neutralfriend + ~ReputationLT()~ + ~[PC] You were saying that you were going to bed to sleep off the drink.~ + c-evilfriend + ~ReputationGT()~ + ~[PC] You were saying that the night is young, and you wanted to have some fun.~ + c-goodfriend + ~ReputationLT() ReputationGT()~ + ~[PC] You were saying that the night is young, and you wanted to have some fun.~ + c-neutralfriend + ~ReputationLT()~ + ~[PC] You were saying that the night is young, and you wanted to have some fun.~ + c-evilfriend END IF ~~ c-controlling SAY ~[ARAN] Exactly my point. Women, they need to know they be not th' only choice out there. Keep em' on their toes, I always say. But I say a bit more'n I should, an' naught comes o' it, either. I think. Do I think? I was thinkin' o' somethin. So many women, so many beautiful women... Waukeen's Wanderin' Worshipers, what in th' nine hells was I sayin'?~ ++ ~[PC] You were saying that you were going to buy another round.~ + c-nocoin + ~ReputationGT()~ + ~[PC] You were saying that you were going to try to bed that waitress over there.~ + c-goodfriend + ~ReputationLT() ReputationGT()~ + ~[PC] You were saying that you were going to try to bed that waitress over there.~ + c-neutralfriend + ~ReputationLT()~ + ~[PC] You were saying that you were going to try to bed that waitress over there.~ + c-evilfriend + ~ReputationGT()~ + ~[PC] You were saying that you were going to bed to sleep off the drink.~ + c-goodfriend + ~ReputationLT() ReputationGT()~ + ~[PC] You were saying that you were going to bed to sleep off the drink.~ + c-neutralfriend + ~ReputationLT()~ + ~[PC] You were saying that you were going to bed to sleep off the drink.~ + c-evilfriend + ~ReputationGT()~ + ~[PC] You were saying that the night is young, and you wanted to have some fun.~ + c-goodfriend + ~ReputationLT() ReputationGT()~ + ~[PC] You were saying that the night is young, and you wanted to have some fun.~ + c-neutralfriend + ~ReputationLT()~ + ~[PC] You were saying that the night is young, and you wanted to have some fun.~ + c-evilfriend END IF ~~ c-goodfriend SAY ~[ARAN] You be a damned good fr... friend, <CHARNAME>. Deneir's Sharp Quill, it were a g... good day when I signed on wi' you. Prince among swine, or men, or someth'n like that, an' all... a Mystra-Kissed Hero o' th' Realms.~ ++ ~[PC] Easy, easy... you are starting to wobble. Stay seated...~ + c-passout ++ ~[PC] Careful. I have had a few too many drinks myself, but your breath smells like you have been drinking D'Tranion.~ + c-passout ++ ~[PC] Another reason not to drink. Whether I am available or not, I am about to be the only one of the two of us who could do anything but slobber and pass out.~ + c-passout END IF ~~ c-neutralfriend SAY ~[ARAN] You be a damned good fr... friend, <CHARNAME>. Well, no, that be wrong. You be a tough man what to understand. Hoar's Swift Justice, you go one way an' then th' next, semmin' to stay neutral, you kn... know. Hey. Stop spinnin' aout like that.~ ++ ~[PC] I am not spinning, Aran. But here, you might want to keep a bucket handy...~ + c-passout ++ ~[PC] Careful. I have had a few too many drinks myself, but your breath smells like you have been drinking D'Tranion.~ + c-passout ++ ~[PC] Another reason not to drink. Whether I am available or not, I am about to be the only one of the two of us who could do anything but slobber and pass out.~ + c-passout END IF ~~ c-evilfriend SAY ~[ARAN] You be a damned good fr... friend, <CHARNAME>. Umberlee's Undulations, that be wrong. You be th' meanest, nastiest Son' o' Bhaal ever let loose on' th' face o' Toril. But I got your back, an' I c... can't rightly complain. I like to be on th' winnin' side, eh? Bastard.~ ++ ~[PC] Interesting revelation. You love me, but you hate me. Useful.~ + c-passout ++ ~[PC] Hey, you should go run your head through that door over there. You could do it. 5 gold says you can do it...~ + c-passout ++ ~[PC] Bartender, my friend here says that I am on his tab for the night. Get me your best drink!~ + c-passout ++ ~[PC] You. Yeah, the ugly one. My friend Aran here says your girlfriend looks like a cow. And something about your mother being an orc.~ + c-passout END IF ~~ c-sheshellsh SAY ~[ARAN] She shellsh... See sell... she sh... Red Knight's Rump, I be shpittin... Hells. You say it. I be lookin' for someplace where to lie down. Nice table... ~ IF ~~ THEN GOTO c-passout END IF ~~ c-nocoin SAY ~[ARAN] Right, by Oghma's Oracular Aura! Ano... 'nother round! Only I can't bloody well find my coinpurse, eh? I th... think it fell somehweres down here. Nice table... it be a bit smelly down here under t, but th' floor feels right s... soft it do.~ IF ~~ THEN GOTO c-passout END IF ~~ c-passout SAY ~[ARAN] Shun's... Zune's.. hells, whatever-her-name-is' Schlippery Schlopes.~ ++ ~[PC] Aran? Aran? Wake up, Aran...~ DO ~RestParty()~ EXIT END /* DT2: Hey, those skirts are short - cool. */ IF ~Global("c-arandrunk","GLOBAL",3)~ THEN BEGIN c-arandrunk2 SAY ~[ARAN] Sharess' Sensual Caress, I do love th' Waterdeep fashions. Low bodice, high skirt, just flirty enough to drive a man crazy. A toast to Waterdeep, an' a hope that next year be th' year o' th' invisible dress!~ + ~Gender(Player1,FEMALE)~ + ~[PC] I think you need to slow down. Do you remember what happened last time you had too much to drink?~ DO ~SetGlobal("c-arandrunk","GLOBAL",4) SetGlobalTimer("c-aransmalltalk","GLOBAL",300)~ + c-noidontfemale + ~Gender(Player1,MALE)~ + ~[PC] I think you need to slow down. Do you remember what happened last time you had too much to drink?~ DO ~SetGlobal("c-arandrunk","GLOBAL",4) SetGlobalTimer("c-aransmalltalk","GLOBAL",300)~ + c-noidontmale END /* DT3: We have to stop doing this. Where's the FR AA Chapter? */ IF ~Global("c-arandrunk","GLOBAL",5)~ THEN BEGIN c-arandrunk3 SAY ~[ARAN] ~ ++ ~[PC] ~ DO ~SetGlobal("c-arandrunk","GLOBAL",6) SetGlobalTimer("c-aransmalltalk","GLOBAL",300)~ EXIT END
  3. When Good Ideas Go Bad: An Example of Dropping Material (Or Sending It To Be Chopped Up And Recycled) This one has been sitting around for awhile, gathering dust, since October 2008. Today's project was to see what could be salvaged, get the tutorial section on manipulating globals that was already written posted (though I am pretty sure this is already covered in other threads), and see where we are after over a year of periodically tweaking and puzzling through it. One of the advantages of having a trustworthy, discreet modder friend is that they are able to tell you when you are about to spend massive amounts of work on an idea that just doesn't cut it - and can even point you to ideas that you might be able to use. In this case, an early lovetalk had PC and Aran doing the friend thing where the guy and the girl are both out on the prowl for companionship, but have not really figured out that they might be compatible. As initially sketched, there was something compelling about it, but subsequent revisits showed more and more weaknesses with the talk. The Talk Topic SidebarThis "talk about the possibilities" is the Gold Standard™ trope from literature, TV, movies, and games - Taylor Swift 's "You Belong With Me" is one of the latest songs that play with this idea, but this one is as old as the hills themselves. Sometimes it works out, sometimes it doesn't, of course, which means it can be a friendtalk or a lovetalk, or for any gender. After all, there does not need to be mutual attraction to have the discussion. It is a staple of human communication - "window shopping" and looking for potential interests for yourself or your friend or both. And usually in literature it is a pair of good friends who are too stupid/shortsighted/whatever to realize that the dude or dudette that has been a best friend is actually a perfect match romantically. Most of the other posts around here have tagged on this, and certainly used this, but let's run down ways we can tailor reactions to player choice in-game. All of this involves manipulating a particular kind of switch, a variable that in the i.e. engine is labels a "global", whether it is actually checked by the engine all the time across operating files ("GLOBAL"), only checked in reference to the active actor's script ("LOCALS"), or only checked when a particular area's script is running ("AREA"). Using Globals: Setting Options for Players Playing with Globals to Open Pathways within reply states The standard way to make sure a dialog takes note of outside circumstances is to set a global somewhere else and then refer to it. For example, IF ~Global("Aran_Likes_Imoen","GLOBAL",1)~ THEN REPLY ~[ARAN] So, Imoen. Want to go play hide an' seek?~ + newstate The idea here is that something has already set the global variable to 1, so the dialog can recognize that this decision has already been made elsewhere. BioWare™ has a small number of these set up that only reference a single variable being set without advancement, meaning that SetGlobal("Aran_Likes_Imoen","GLOBAL",1) in either a dialog state transition or a script block is the only reference point. This single global variable basically toggles the question "Does Aran Like Imoen?" to "yes". Then it can be referenced in other ways. It does not advance to another value, the way we like to code friendtalks and lovetalks, because there is no sequence - one question, quest, or path taken, one answer, all available to any script or dialog played ingame from that point on. You can set the line to play if a global is not set, too: Variables Can Create Or Reference a Decision for the PC or NPC IF ~Global("Aran_Likes_Imoen","GLOBAL",0)~ THEN REPLY ~[PC] So, Imoen. I hear Aran likes you alot. Want to go play hide an' seek with him?~ DO ~SetGlobal("Aran_Likes_Imoen","GLOBAL",1)~ + newstate sets up the question to be asked only if Aran has not expressed an opinion about Imoen. Following that pathway sets the variable to 1 (yes) and then we can reference the value for the rest of the mod, for any actor who wants to know. We could also make it only available to Aran, for his own use - all we have to do is change "GLOBAL" to "LOCALS" and then the global is "local'in scope, meaning only Aran can really reference it. We can't have Imoen get something set up on it, because she can't see it. And you thought only grade schoolers hid their feelings from eachother Variables Can Advance a Reference Point for the NPC Another way to play with this is to advance the variable for different stages of discussion: Dialog Variable Advancement IF ~Global("Aran_Likes_Imoen","GLOBAL",0)~ GOTO z100 IF ~Global("Aran_Likes_Imoen","GLOBAL",1)~ GOTO z101 IF ~Global("Aran_Likes_Imoen","GLOBAL",2)~ GOTO z102 // IF ~~ z100 SAY ~[ARAN] So, Imoen. Want to go play hide an' seek?~ DO ~SetGlobal("Aran_Likes_Imoen","GLOBAL",1)~ + cool_beans IF ~~ z101 SAY ~[ARAN] That was fun, Imoen. Want to go play checkers?~ DO ~SetGlobal("Aran_Likes_Imoen","GLOBAL",2)~ + its_your_money IF ~~ z102 SAY ~[ARAN] Imoen, that tight leather does some right wonderful things, it does. How about I buy you a drink?~ DO ~SetGlobal("Aran_Likes_Imoen","GLOBAL",3)~ + I_Like_Gavin_More_Plus_He_Needs_Me For an existing example of this in action, one source is BG1NPC's "Bardic Reputation" component and berelinde's work doing the same thing for BG2, designed to have different options based on how many times the bard has had the conversation, as well as using reputation and bglobls to determine cost and amount of adjustment available. This kind of dialog advancement can make it easy to simulate a long running debate or theme across several different (and even unrelated) conversations. Globals are usually set in a dialog or through a script block, and are referenced on a later dialog and block. Almost all tutorials out there talk about this, but for the most advanced extension of the ways to manipulate, redirect, and randomize pathways, I suggest a look at Zyraen's mods - he has some very involved treatments of dialog states that allow a player to have a new experience for multiple playthroughs. randomizing using scripts For scripts, the following is completely possible: Script Variable Randomization IF Global("Aran_Likes_Imoen","GLOBAL",0) THEN RESPONSE #20 SetGlobal("Aran_Likes_Imoen","GLOBAL",1) StartDialogNoSet(Player1) THEN RESPONSE #20 SetGlobal("Aran_Likes_Imoen","GLOBAL",2) StartDialogNoSet(Player1) THEN RESPONSE #20 SetGlobal("Aran_Likes_Imoen","GLOBAL",3) StartDialogNoSet(Player1) THEN RESPONSE #20 SetGlobal("Aran_Likes_Imoen","GLOBAL",4) StartDialogNoSet(Player1) THEN RESPONSE #20 SetGlobal("Aran_Likes_Imoen","GLOBAL",5) StartDialogNoSet(Player1) END which means that for one script block, five different and separate dialogs could take place, with the corresponding global in the dialog states called: IF ~Global("Aran_Likes_Imoen","GLOBAL",1)~ THEN BEGIN AranLikesImoen1 SAY ~[ARAN] So, Imoen. Want to go play hide an' seek?~ IF ~~ THEN EXIT END IF ~Global("Aran_Likes_Imoen","GLOBAL",2)~ THEN BEGIN AranLikesImoen2 SAY ~[ARAN] That was fun, Imoen. Want to go play checkers?~ IF ~~ THEN EXIT END IF ~Global("Aran_Likes_Imoen","GLOBAL",3)~ THEN BEGIN AranLikesImoen3 SAY ~[ARAN] Imoen, that tight leather does some right wonderful things, it does. How about I buy you a drink?~ IF ~~ THEN EXIT END IF ~Global("Aran_Likes_Imoen","GLOBAL",4)~ THEN BEGIN AranLikesImoen4 SAY ~[ARAN] You know, I never asked how things were back in Candlekeep. Did you have to wear a French Maid costume while cleaning up?~ IF ~~ THEN EXIT END IF ~Global("Aran_Likes_Imoen","GLOBAL",5)~ THEN BEGIN AranLikesImoen5 SAY ~[ARAN] OK, how about a little game of "how long can you hold your breath". Close your eyes, hold your breath, pucker your lips, and we can time how long it takes me to kiss you.~ IF ~~ THEN EXIT END In each of the above, the dialog plays once. In the sequential global of BG1NPC's "Bardic Reputation" component, future visits will recognize the global being advanced, and give new responses in place of the old, topping out at the third. In the second example, with a script block initiating one of five different possible responses, the script block only plays once, with the variable advanced to either 1, 2, 3, 4, or 5 - thus leaving a global setting for other dialogs or script blocks to call on, refining choices later. For example, if we wanted to pick up on what Aran said in a later banter, a quick check lets us tailor the content: CHAIN == ~IMOEN2~ IF ~Global("Aran_Likes_Imoen","GLOBAL",1)~ THEN ~[iMOEN] Hah! I taught you not to mess with me, Aran. Remember that game of hide and seek? You couldn't find me for two hours!~ == ~IMOEN2~ IF ~Global("Aran_Likes_Imoen","GLOBAL",2)~ THEN ~[iMOEN] I suppose you want another game of checkers. But this time, none of that "I get a kiss every time you king me"...~ == ~IMOEN2~ IF ~Global("Aran_Likes_Imoen","GLOBAL",3)~ THEN ~[iMOEN] No way, Aran. I still remember that tired old pickup line you used on me. 'That tight leather does some right wonderful things, it does'? You need to do better if you are going to attract my sister's attention!~ == ~IMOEN2~ IF ~Global("Aran_Likes_Imoen","GLOBAL",4)~ THEN ~[iMOEN] Go away, Aran. I am still mad about that French Maid outfit crack. And you never did explain about this mythical "France", as you called it.~ == ~IMOEN2~ IF ~Global("Aran_Likes_Imoen","GLOBAL",5)~ THEN ~[iMOEN] I thought the last time you tried some kind of silliness on me, I slapped you but good. Back for more?~ The equivalent in the dialog state is the use of RandomNum(#,#). Here, only one reply will show upon any given run through the dialog, pulled from the three available states: IF ~RandomNum(3,1)~ THEN GOTO z100 IF ~RandomNum(3,2)~ THEN GOTO z101 IF ~RandomNum(3,3)~ THEN GOTO z102 IF ~~ z100 THEN BEGIN z100state SAY ~[ARAN] So, Imoen. Want to go play hide an' seek?~ IF ~~ z100 THEN BEGIN z101state SAY ~[ARAN] That was fun, Imoen. Want to go play checkers?~ IF ~~ z100 THEN BEGIN z102state SAY ~[ARAN] Imoen, that tight leather does some right wonderful things, it does. How about I buy you a drink?~ END Layering this can get you into intricacies that can be incredibly tightly tailored to situation, player choices, and even in-game variables like chapter or quest conclusion. I think the most comprehensive existing model is Jastey's Ajantis PID in BG1NPC and her BG2 Ajantis mod, tied with Domi's SharTeel and Coran PIDs in the same project, followed by berelinde's Gavin. Domi's Kivan for BG2 makes similar use of the model, and is a good place to compare and contrast across each of these modder's implementations. Of course, it also introduces lots of difficulty in troubleshooting, which is why if you can you should probably build a variable map before you get very far into playing this, so you don't forget. I do a bad job of this - berelinde does a very good job of this. Do, or do not, it is a choice you make, but if you have the patience for it I bet you will save yourself lots of troubleshooting time if you do. I keep having to go bakc and review choices because my map is scattered. Narrowing the Choices So far, each of the above code expands pathways and makes information on player choices available to other talks later on. But what about within the same talk? How do we make sure a pathway taken can influence later choices? Most situations do not need such tight attention. A talk that has different replies simply creates the branch pathways, and that is the end of it: example 3 /* Dialog Initiated */ IF ~Global("c-aranbg2rom","GLOBAL",5)~ THEN BEGIN c-aranbg2rom3 SAY ~[ARAN] Hey, <CHARNAME>, you are a girl...~ IF ~~ THEN REPLY ~[PC] Actually, I am a woman. Usually everyone stops calling us "girls" after we leave apprenticeship age behind, unless you are a dwarf. But you were saying?~ DO ~<<set_timers_and_advance_global>>~ + girls IF ~~ THEN REPLY ~[PC] Someone inform the Sages of Candlekeep - Aran has discovered the difference between boys and girls!~ DO ~<<set_timers_and_advance_global>>~ + sages IF ~~ THEN REPLY ~[PC] Is this the start of a personal discussion? I am not in the mood for smalltalk.~ DO ~<<set_timers_and_advance_global>>~ + forgetit END /* Pathway 1: Offended PC */ IF ~~ girls SAY ~[ARAN] Sometimes that seems like th' best picture o' all, <CHARNAME>. At least the sparkin' - not so much the squallin' babes what result.~ IF ~~ THEN GOTO pathway1 END /* Pathway 2: Joking */ IF ~~ sages SAY ~[ARAN] Well, come to think o' it, I did notice a mite bit o' difference...~ IF ~~ THEN GOTO pathway2 END /* Pathway 3: Go Away, Sellsword */ IF ~~ forgetit SAY ~[ARAN] Right, then. Sorry to bother you.~ IF ~~ THEN GOTO pathway3 END There are some situations, though, where building the dialog manually through pathways becomes a tangled web. In regular conversation, something like For this, since you are basically looping back to the same question over and over again until the player chooses a choice that advances the dialog, it would be great to do this: Coded like this, the state looping_block will always look the same. All three choices will remain. So using a global within the talk, like example 1, looks like a good way to screen out pathways that the player has already taken. It sounds logical - set the variable, and then let the next state rely on that variable. The problem is, it doesn't work exactly like that. Setting a "GLOBAL", "LOCAL", or "AREA" global all takes time to be able to be registered with the game and referenced in the same dialog. If you set a variable in one dialog state, you need at least one and one half (which means really two states - the reply state, and an additional intermediate state) to allow time for the global to set and be recognized by the talk it is in. So, what does this look like in code? Why don't we play with a talk designed to allow players to explore various romantic possibilities in-party for an NPC, Aran. The loop is entered through c-aranbg2rom3frequenting for dialog purposes, because we have to lead into the coversation differently that you would come back to the same idea: A. IF ~~ c-aranbg2rom3frequenting SAY ~[ARAN] So probably my best best don't rely on frequentin' inns along the way. The best bet might be look at th' ladies I see every day, an' perhaps there's somethin' more than just straight comradeship.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END B. The entry block des not need a filter block, because the first time through the dialog. But here is the filter block, to be passed through on the way back to c-aranbg2rom3someoneelse: IF ~~ c-aranbg2rom3challenging1 SAY ~[ARAN] That makes it a mite o' a challenge, eh?~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END C. Here is the workhorse, allowing dialog to reflect the potential matches within the party. The player can reject all choices by selecting reply 0 or reply 1, advancing the dialog. She is also given the opportunity to roleplay the evaluations, just to see what Aran thinks - a common enogh friendly conversation. A quick reminder: with PC and Aran, there is a maximum possible number of possible party-joined NPCs to discuss of 4. If they are all female distributed NPCs, there are 6 conversational choices facing Player1. It is much more likely there will be two or only one - in a canonical "good" party, for example, there will probably only be Aerie and Jaheira. IF ~~ c-aranbg2rom3someoneelse SAY ~[ARAN] Perhaps there might be someone around here, right under my nose...~ IF ~~ THEN REPLY ~[PC] I really do not think so, Aran.~ + c-aranbg2rom3remembered IF ~~ THEN REPLY ~[PC] She might be. Perhaps even about to put this nice cold water right down your back, to wake you up... ~ + c-aranbg2rom3remembered IF ~InParty("JAHEIRA") Global("c-jaheiramatch","LOCALS",0)~ THEN REPLY ~[PC] Jaheira? I thought you liked younger women.~ DO ~SetGlobal("c-jaheiramatch","LOCALS",1)~ + c-jaheiramatch1 IF ~InParty("AERIE") Global("c-aeriematch","LOCALS",0)~ THEN REPLY ~[PC] Who, Aerie?~ DO ~SetGlobal("c-aeriematch","LOCALS",1)~ + c-aeriematch1 IF ~InParty("IMOEN2") Global("c-imoenmatch","LOCALS",0)~ THEN REPLY ~[PC] Leave Imoen alone, Aran.~ DO ~SetGlobal("c-imoenmatch","LOCALS",1)~ + c-imoenmatch1 IF ~InParty("MAZZY") Global("c-mazzymatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Mazzy?~ DO ~SetGlobal("c-mazzymatch","LOCALS",1)~ + c-mazzymatch1 IF ~InParty("NALIA") Global("c-naliamatch","LOCALS",0)~ THEN REPLY ~[PC] Do you really think Nalia would be interested in you?~ DO ~SetGlobal("c-naliamatch","LOCALS",1)~ + c-naliamatch1 IF ~InParty("VICONIA") Global("c-viconiamatch","LOCALS",0)~ THEN REPLY ~[PC] The drowess. Riiiight. Tell me you are not considering Viconia, Aran.~ DO ~SetGlobal("c-viconiamatch","LOCALS",1)~ + c-viconiamatch1 IF ~InParty("R#ALLIS") Global("c-allisonmatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Allison?~ DO ~SetGlobal("c-allisonmatch","LOCALS",1)~ + c-allisonmatch1 IF ~InParty("CMALORA") Global("c-aloramatch","LOCALS",0)~ THEN REPLY ~[PC] Alora?? You are joking, right...~ DO ~SetGlobal("c-aloramatch","LOCALS",1)~ + c-aloramatch1 IF ~InParty("Anishai") Global("c-anishaimatch","LOCALS",0)~ THEN REPLY ~[PC] Anishai is not to be trusted with the silver, let alone your heart. Unless you enjoy pain.~ DO ~SetGlobal("c-anishaimatch","LOCALS",1)~ + c-anishaimatch1 IF ~InParty("MWAriena") Global("c-arienamatch","LOCALS",0)~ THEN REPLY ~[PC] Ariena?~ DO ~SetGlobal("c-arienamatch","LOCALS",0)~ + c-arienamatch1 IF ~InParty("M#AMBER") Global("c-ambermatch","LOCALS",0)~ THEN REPLY ~[PC] Amber? You look at her often, but I figured that it was because you did not trust her.~ DO ~SetGlobal("c-ambermatch","LOCALS",1)~ + c-ambermatch1 IF ~InParty("K#Auren") Global("c-aurenmatch","LOCALS",0)~ THEN REPLY ~[PC] You are not thinking of Auren, right...~ DO ~SetGlobal("c-aurenmatch","LOCALS",1)~ + c-aurenmatch1 IF ~InParty("WLBRAN") Global("c-branwen1match","LOCALS",0)~ THEN REPLY ~[PC] Branwen is just a bit intense for you, isn't she?~ DO ~SetGlobal("c-branwen1match","LOCALS",1)~ + c-branwen1match1 IF ~InParty("Britt") Global("c-brittmatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Britt?~ DO ~SetGlobal("c-brittmatch","LOCALS",1)~ + c-brittmatch1 IF ~InParty("CALLISTO") Global("c-callistomatch","LOCALS",0)~ THEN REPLY ~[PC] Callisto? I don't know...~ DO ~SetGlobal("c-callistomatch","LOCALS",1)~ + c-callistomatch1 IF ~InParty("Chloe") Global("c-chloematch","LOCALS",0)~ THEN REPLY ~[PC] You. Chloe. You and Chloe. Aran, let me smell your breath. I want to see exactly how drunk you are right now.~ DO ~SetGlobal("c-chloematch","LOCALS",1)~ + c-chloematch1 IF ~InParty("E3Fade") Global("c-fadematch","LOCALS",0)~ THEN REPLY ~[PC] Fade really does not seem to talk to you at all, Aran.~ DO ~SetGlobal("c-fadematch","LOCALS",1)~ + c-fadematch1 IF ~InParty("Keto") Global("c-ketomatch","LOCALS",0)~ THEN REPLY ~[PC] This should be fun. You think Keto might be a good match for you. By all means, tell me why.~ DO ~SetGlobal("c-ketomatch","LOCALS",1)~ + c-ketomatch1 IF ~InParty("R#Kitanya") Global("c-kitanyamatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Kitanya?~ DO ~SetGlobal("c-kitanyamatch","LOCALS",1)~ + c-kitanyamatch IF ~InParty("SAERILETH") Global("c-saerimatch","LOCALS",0)~ THEN REPLY ~[PC] I know you like younger women, Aran, but a Paladin of Tyr is a bit out of your league...~ DO ~SetGlobal("c-saerimatch","LOCALS",1)~ + c-saerimatch1 IF ~InParty("CMNIKITA") Global("c-nikimatch","LOCALS",0)~ THEN REPLY ~[PC] Nikita? Do you have a death wish?~ DO ~SetGlobal("c-nikimatch","LOCALS",1)~ + c-nikimatch1 IF ~InParty("CMNINAF") Global("c-ninamatch","LOCALS",0)~ THEN REPLY ~[PC] Ninafer really does not seem like your type.~ DO ~SetGlobal("c-ninamatch","LOCALS",1)~ + c-ninamatch1 IF ~InParty("DL#BWN") Global("c-branwen2match","LOCALS",0)~ THEN REPLY ~[PC] Branwen?~ DO ~SetGlobal("c-branwen2match","LOCALS",1)~ + c-branwen2match1 IF ~InParty("K#Sarah") Global("c-sarahmatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Sarah? Aran, have you ever really talked to her?~ DO ~SetGlobal("c-sarahmatch","LOCALS",1)~ + c-sarahmatch1 IF ~InParty("TASHIA") Global("c-tashiamatch","LOCALS",0)~ THEN REPLY ~[PC] Tashia? I did not think you found her interesting.~ DO ~SetGlobal("c-tashiamatch","LOCALS",1)~ + c-tashiamatch1 IF ~InParty("YASRAENA") Global("c-yasraenamatch","LOCALS",0)~ THEN REPLY ~[PC] You are not seriously considering Yasraena...~ DO ~SetGlobal("c-yasraenamatch","LOCALS",1)~ + c-yasraenamatch1 IF ~InParty("D#SILVER") Global("c-silvermatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Silverstar?~ DO ~SetGlobal("c-silvermatch","LOCALS",1)~ + c-silvermatch1 END D. And each one of the replies leads back to the filtering state: IF ~~ c-aranbg2rom3challenging SAY ~[ARAN] Now, then. I do take chances. But perhaps Tymora's Coin won't spin on that one.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END So, let's fill out the full lovetalk, using the technique. The Full Talk The repeating block is #18, c-aranbg2rom3someoneelse The entry state is c-aranbg2rom3frequenting and the filtering states for setting the globals are c-aranbg2rom3challenging1, 2, 3, 4, 5, so that there is a reply block and the filter block. /* Queen: Somebody To Love */ /* BG2 LoveTalk 3, c-aranbg2rom = 5 c-aranromtimer,C-ARAN_ROM */ IF ~Global("c-aranbg2rom","GLOBAL",5)~ THEN BEGIN c-aranbg2rom3 SAY ~[ARAN] Hey, <CHARNAME>, you are a girl...~ IF ~~ THEN REPLY ~[PC] Actually, I am a woman. Usually everyone stops calling us "girls" after we leave apprenticeship age behind, unless you are a dwarf. But you were saying?~ + c-aranbg2rom3noticed IF ~~ THEN REPLY ~[PC] Someone inform the Sages of Candlekeep - Aran has discovered the difference between boys and girls!~ + c-aranbg2rom3inn IF ~~ THEN REPLY ~[PC] Is this the start of a personal discussion? I am not in the mood for smalltalk.~ + c-aranbg2rom3inn IF ~~ THEN REPLY ~[PC] Your powers of observation are astounding.~ + c-aranbg2rom3inn IF ~~ THEN REPLY ~[PC] I am glad you noticed, Aran.~ + c-aranbg2rom3inn END IF ~~ c-aranbg2rom3noticed SAY ~[ARAN] (grins) Now, come to think o' it, you are right. But then again, I'd say you're still a bit wet behind the ears too. An' I don't mean on account o' washin' your face. Anyways... IF ~~ THEN GOTO c-aranbg2rom3inn END IF ~~ c-aranbg2rom3inn SAY ~[ARAN] At the last Inn we stayed. Blonde, beautiful blue eyes, great smile - she seemed to sparkle right pretty, she did. She came over, an' we talked for a bit, an' she seemed right interested. But I don't know. I couldn't tell if she was interested in just a dance an' some entertainment upstairs, or if she thought I was marriage material, like. IF ~~ THEN REPLY ~[PC] I didn't notice.~ + c-aranbg2rom3serious IF ~~ THEN REPLY ~[PC] That is not really my concern, Aran.~ + c-aranbg2rom3serious IF ~~ THEN REPLY ~[PC] Why yes, I noticed you making a fool of yourself.~ + c-aranbg2rom3really IF ~~ THEN REPLY ~[PC] I definitely noticed her, Aran. I thought she was just right for you.~ + c-aranbg2rom3really <<STANDARD EXIT BLOCK>> END IF ~~ c-aranbg2rom3really SAY ~[ARAN] Really? IF ~~ THEN REPLY ~[PC] Why, yes indeed. She would make you a wonderful wife. You should ask her out next time we pass through that way.~ + c-aranbg2rom3doit IF ~~ THEN REPLY ~[PC] Absolutely. Sparkly eyes and cute hair, never been more than three feet from her front door, no education... she will believe every story you tell her. You can be a fat, happy, contented chef at an inn, and she can bear you five or six children.~ + c-aranbg2rom3nicepic IF ~~ THEN REPLY ~[PC] Who else would be naive enough to believe your tall tales, and put up with your snoring.~ + c-aranbg2rom3snore IF ~~ THEN REPLY ~[PC] No, Aran, I was joking. It is not often you meet someone randomly and get that serious that quickly.~ + c-aranbg2rom3serious END IF ~~ c-aranbg2rom3doit SAY ~[ARAN] Well, I might just do that, if you think it might be taken in th' right way.~ IF ~~ THEN GOTO c-aranbg2rom3serious END IF ~~ c-aranbg2rom3nicepic SAY ~[ARAN] Sometimes that seems like th' best picture o' all, <CHARNAME>. At least the sparkin' - not so much the squallin' babes what result.~ IF ~~ THEN GOTO c-aranbg2rom3serious END IF ~~ c-aranbg2rom3snore SAY ~[ARAN] I snore? Well, bugger all Chauntea's haystacks - I didn't know that. I'd better lose a bit o weight, or somethin'. But really, now...~ IF ~~ THEN GOTO c-aranbg2rom3serious END IF ~~ c-aranbg2rom3serious SAY ~[ARAN] Do you think she was serious, or just out for some fun?~ IF ~~ THEN REPLY ~[PC] In general, Aran, if you meet someone at a bar only once, I think it is unlikely she was looking for a serious committment. But I could be wrong.~ + c-aranbg2rom3experience IF ~~ THEN REPLY ~[PC] It takes longer than a single evening to fall in love, Aran.~ + c-aranbg2rom3experience IF ~~ THEN REPLY ~[PC] Well, I believe there is such a thing as love at first sight. But I have heard it is usually found with the people close to you for a longer period of time.~ + c-aranbg2rom3experience <<STANDARD EXIT BLOCK>> END IF ~~ c-aranbg2rom3experience SAY ~[ARAN] So , you have experience at that? The fallin' in love, I mean?~ IF ~~ THEN REPLY ~[PC] That is for me to know and you to find out.~ + c-aranbg2rom3lostlove IF ~~ THEN REPLY ~[PC] That is a bit personal, and painful, Aran. I don't want to talk about it.~ + c-aranbg2rom3lostlove IF ~~ THEN REPLY ~[PC] Perhaps. Have you had any experience yourself?~ + c-aranbg2rom3lostlove IF ~~ THEN REPLY ~[PC] Love, or lust? There is a difference, you know.~ + c-aranbg2rom3hear END IF ~~ c-aranbg2rom3hear SAY ~[ARAN] I did hear there was. I'm not so sure, m'self. But then again, as far as I know, I only have had th' second.~ IF ~~ THEN GOTO c-aranbg2rom3frequenting END IF ~~ c-aranbg2rom3lostlov SAY ~[ARAN] Well, I don't know. I did think I had a friend once what was interested. She was a rare one, she was. Sun Elf father, human mother, long hair like polished brass, an' a body what made... *ahem*... well, that's another story. Unfortunately she ran off with some Cyric - blighted bard, all dark, broodin' an' "I just lost the love o' me life" type. I learned my lesson well, I did. Women seem to want danger, bad boys, an' damaged goods.~ IF ~~ THEN REPLY ~[PC] Three for three - you are all set, Aran. Pity you don't have the other requirement. You need to be just a little more handsome, and you might have a fighting chance with a real woman.~ + c-aranbg2rom3frequenting IF ~~ THEN REPLY ~[PC] Not all women like the same thing, Aran. You might try listening to them for awhile, or even asking them.~ + c-aranbg2rom3frequenting IF ~~ THEN REPLY ~[PC] Well, if you met her in an inn...~ + c-aranbg2rom3frequenting END IF ~~ c-aranbg2rom3frequenting SAY ~[ARAN] So probably my best best don't rely on frequentin' inns along the way. The best bet might be look at th' ladies I see every day, an' perhaps there's somethin' more than just straight comradeship.~ IF ~~ THEN GOTO c-aranbg2rom3challenging1 END IF ~~ c-aranbg2rom3challenging1 SAY ~[ARAN] That makes it a mite o' a challenge, eh?~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END IF ~~ c-aranbg2rom3challenging2 SAY ~[ARAN] Well, there might be somethin' to what you say.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END IF ~~ c-aranbg2rom3challenging3 SAY ~[ARAN] Right. You have a point there, you do.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END IF ~~ c-aranbg2rom3challenging4 SAY ~[ARAN] I like a challenge. But I don't know if that be a challenge or a lost cause.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END IF ~~ c-aranbg2rom3challenging5 SAY ~[ARAN] Now, then. I do take chances. But perhaps Tymora's Coin won't spin on that one.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END IF ~~ c-aranbg2rom3challenging6 SAY ~[ARAN] It could happen, right? It might be possible.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END IF ~~ c-aranbg2rom3someoneelse SAY ~[ARAN] Perhaps there might be someone around here, right under my nose...~ IF ~~ THEN REPLY ~[PC] I really do not think so, Aran.~ + c-aranbg2rom3remembered IF ~~ THEN REPLY ~[PC] She might be. Perhaps even about to put this nice cold water right down your back, to wake you up... ~ + c-aranbg2rom3remembered IF ~InParty("JAHEIRA") Global("c-jaheiramatch","LOCALS",0)~ THEN REPLY ~[PC] Jaheira? I thought you liked younger women.~ DO ~SetGlobal("c-jaheiramatch","LOCALS",1)~ + c-jaheiramatch1 IF ~InParty("AERIE") Global("c-aeriematch","LOCALS",0)~ THEN REPLY ~[PC] Who, Aerie?~ DO ~SetGlobal("c-aeriematch","LOCALS",1)~ + c-aeriematch1 IF ~InParty("IMOEN2") Global("c-imoenmatch","LOCALS",0)~ THEN REPLY ~[PC] Leave Imoen alone, Aran.~ DO ~SetGlobal("c-imoenmatch","LOCALS",1)~ + c-imoenmatch1 IF ~InParty("MAZZY") Global("c-mazzymatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Mazzy?~ DO ~SetGlobal("c-mazzymatch","LOCALS",1)~ + c-mazzymatch1 IF ~InParty("NALIA") Global("c-naliamatch","LOCALS",0)~ THEN REPLY ~[PC] Do you really think Nalia would be interested in you?~ DO ~SetGlobal("c-naliamatch","LOCALS",1)~ + c-naliamatch1 IF ~InParty("VICONIA") Global("c-viconiamatch","LOCALS",0)~ THEN REPLY ~[PC] The drowess. Riiiight. Tell me you are not considering Viconia, Aran.~ DO ~SetGlobal("c-viconiamatch","LOCALS",1)~ + c-viconiamatch1 IF ~InParty("R#ALLIS") Global("c-allisonmatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Allison?~ DO ~SetGlobal("c-allisonmatch","LOCALS",1)~ + c-allisonmatch1 IF ~InParty("CMALORA") Global("c-aloramatch","LOCALS",0)~ THEN REPLY ~[PC] Alora?? You are joking, right...~ DO ~SetGlobal("c-aloramatch","LOCALS",1)~ + c-aloramatch1 IF ~InParty("Anishai") Global("c-anishaimatch","LOCALS",0)~ THEN REPLY ~[PC] Anishai is not to be trusted with the silver, let alone your heart. Unless you enjoy pain.~ DO ~SetGlobal("c-anishaimatch","LOCALS",1)~ + c-anishaimatch1 IF ~InParty("MWAriena") Global("c-arienamatch","LOCALS",0)~ THEN REPLY ~[PC] Ariena?~ DO ~SetGlobal("c-arienamatch","LOCALS",0)~ + c-arienamatch1 IF ~InParty("M#AMBER") Global("c-ambermatch","LOCALS",0)~ THEN REPLY ~[PC] Amber? You look at her often, but I figured that it was because you did not trust her.~ DO ~SetGlobal("c-ambermatch","LOCALS",1)~ + c-ambermatch1 IF ~InParty("K#Auren") Global("c-aurenmatch","LOCALS",0)~ THEN REPLY ~[PC] You are not thinking of Auren, right...~ DO ~SetGlobal("c-aurenmatch","LOCALS",1)~ + c-aurenmatch1 IF ~InParty("WLBRAN") Global("c-branwen1match","LOCALS",0)~ THEN REPLY ~[PC] Branwen is just a bit intense for you, isn't she?~ DO ~SetGlobal("c-branwen1match","LOCALS",1)~ + c-branwen1match1 IF ~InParty("Britt") Global("c-brittmatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Britt?~ DO ~SetGlobal("c-brittmatch","LOCALS",1)~ + c-brittmatch1 IF ~InParty("CALLISTO") Global("c-callistomatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Callisto?~ DO ~SetGlobal("c-callistomatch","LOCALS",1)~ + c-callistomatch1 IF ~InParty("Chloe") Global("c-chloematch","LOCALS",0)~ THEN REPLY ~[PC] You Chloe. Aran, let me smell your breath. I want to see exactly how drunk you are right now.~ DO ~SetGlobal("c-chloematch","LOCALS",1)~ + c-chloematch1 IF ~InParty("E3Fade") Global("c-fadematch","LOCALS",0)~ THEN REPLY ~[PC] Fade really does not seem to talk to you at all, Aran.~ DO ~SetGlobal("c-fadematch","LOCALS",1)~ + c-fadematch1 IF ~InParty("Keto") Global("c-ketomatch","LOCALS",0)~ THEN REPLY ~[PC] This should be fun. You think Ketop might be a good match for you. By all means, tell me why.~ DO ~SetGlobal("c-ketomatch","LOCALS",1)~ + c-ketomatch1 IF ~InParty("R#Kitanya") Global("c-kitanyamatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Kitanya?~ DO ~SetGlobal("c-kitanyamatch","LOCALS",1)~ + c-kitanyamatch IF ~InParty("SAERILETH") Global("c-saerimatch","LOCALS",0)~ THEN REPLY ~[PC] I know you like younger women, Aran, but a Paladin of Tyr is a bit out of your league...~ DO ~SetGlobal("c-saerimatch","LOCALS",1)~ + c-saerimatch1 IF ~InParty("CMNIKITA") Global("c-nikimatch","LOCALS",0)~ THEN REPLY ~[PC] Nikita? Do you have a death wish?~ DO ~SetGlobal("c-nikimatch","LOCALS",1)~ + c-nikimatch1 IF ~InParty("CMNINAF") Global("c-ninamatch","LOCALS",0)~ THEN REPLY ~[PC] Ninafer really does not seem like your type.~ DO ~SetGlobal("c-ninamatch","LOCALS",1)~ + c-ninamatch1 IF ~InParty("DL#BWN") Global("c-branwen2match","LOCALS",0)~ THEN REPLY ~[PC] Branwen?~ DO ~SetGlobal("c-branwen2match","LOCALS",1)~ + c-branwen2match1 IF ~InParty("K#Sarah") Global("c-sarahmatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Sarah? Aran, have you ever realy talked to her?~ DO ~SetGlobal("c-sarahmatch","LOCALS",1)~ + c-sarahmatch1 IF ~InParty("TASHIA") Global("c-tashiamatch","LOCALS",0)~ THEN REPLY ~[PC] Tashia? I did not think you found her interesting.~ DO ~SetGlobal("c-tashiamatch","LOCALS",1)~ + c-tashiamatch1 IF ~InParty("YASRAENA") Global("c-yasraenamatch","LOCALS",0)~ THEN REPLY ~[PC] You are not seriously considering Yasraena...~ DO ~SetGlobal("c-yasraenamatch","LOCALS",1)~ + c-yasraenamatch1 IF ~InParty("D#SILVER") Global("c-silvermatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Silverstar?~ DO ~SetGlobal("c-silvermatch","LOCALS",1)~ + c-silvermatch1 END // The Competition IF ~~ c-jaheiramatch1 SAY ~[ARAN] There's Jaheira. Well, now she is a right fine woman. She's smart, a bit bossy, an' she can partner right quick in th' cookin' area. She's a bit motherin', but then again, she's an older woman in real years, if not in th' equivalent. She might take a shine to me.~ IF ~~ THEN REPLY ~[PC] Leave her alone, Aran. She has lost the love of her life, and is in a great deal of pain. She does not need you distracting her and bothering her.~ IF ~~ THEN REPLY ~[PC] I think that is a great idea. You can go worship trees together.~ + c-aranbg2rom3challenging 1 2 3 4 5 6 IF ~~ THEN REPLY ~[PC] <<TEXT>> ~ + c-aranbg2rom3challenging 1 2 3 4 5 6 END IF ~~ c-aeriematch1 SAY ~[ARAN] Aerie is a fine girl. She just reaches out wi' those eyes, an' tugs at your heartstrings. It might be the Aavariel, but then again, it might just be she looks like she needs a right stong man to protect her an' look out for her. It's nice to be needed.~ IF ~~ THEN REPLY ~[PC] A great way to establish a relationship, Aran. Choose the frail, self-consious waif who has image problems and has suffered traumatic abuse. A truly equal relationship.~ + c-aranbg2rom3challenging 1 2 3 4 5 6 IF ~~ THEN REPLY ~[PC] She has been hurt rather badly, Aran. I would be careful of offering her more than you intend. Breaking her heart woud be easy to do, and a disaster for this party as well as for her.~ + c-aranbg2rom3challenging 1 2 3 4 5 6 IF ~~ THEN REPLY ~[PC] What is it with men and elves?~ + c-aranbg2rom3challenging 1 2 3 4 5 6 END IF ~~ c-imoenmatch1 SAY ~[ARAN] <<_TEXT_>> ~ IF ~~ THEN REPLY ~[PC] <<_TEXT_>> ~ + c-aranbg2rom3challenging 1 2 3 4 5 6 IF ~~ THEN REPLY ~[PC] <<_TEXT_>> ~ + c-aranbg2rom3challenging 1 2 3 4 5 6 END IF ~~ c-mazzymatch1 SAY ~[ARAN] Mazzy is right pretty, in her own way. I don't know, though. She is a mighty riteous Han. She might not take kindly to me flirtin', an' all. Besides, most o' the Halfling folk seem tied up wi' bonds o' family an' obligation. I never heard o' a halfling an' a human fallin' for eachother. IF ~~ THEN REPLY ~[PC] <<_TEXT_>> ~ + c-aranbg2rom3challenging 1 2 3 4 5 6 IF ~~ THEN REPLY ~[PC] <<_TEXT_>> ~ + c-aranbg2rom3challenging 1 2 3 4 5 6 END // snip END // IF ~~ c-aranbg2rom3remembered SAY ~[ARAN] Hey, I just remembered. I met you in an Inn, right?~ IF ~~ THEN REPLY ~[PC] Have you noticed you keep describing all these women's physical attributes?~ + c-aranbg2rom3harm IF ~~ THEN REPLY ~[PC] I was slumming. If I remember correctly, you approached me about some employment, or something. I do not seem remember candlelight and roses.~ + c-aranbg2rom3slumming IF ~~ THEN REPLY ~[PC] You meet all sorts of people in taverns. I keep a watchful eye on most of the crowd.~ + c-aranbg2rom3slumming END IF ~~ c-aranbg2rom3harm SAY ~[ARAN]I don't mean no harm. I guess that's just the way menfolk think.~ IF ~~ THEN REPLY ~[PC] I don't believe that. I think that is the way boys think. A real man would see people, not objects.~ + c-aranbg2rom3slumming IF ~~ THEN REPLY ~[PC] Women think that way sometimes too, you know.~ + c-aranbg2rom3slumming IF ~~ THEN REPLY ~[PC] Men think?~ + c-aranbg2rom3slumming END IF ~~c-aranbg2rom3slumming SAY ~[ARAN] Well, now, you might be right there. I suspect we boys do more'n occasionally run to the shallow side o' life at times. I'd say women, too, based on where I see your eyes lingerin' sometimes. Then again, I see your eyes linger on some folks a mite more than a casual one over, yourself.~ IF ~~ THEN REPLY ~[PC] That might not mean anything. After all, I am looking at you right now.~ + c-aranbg2rom3boss IF ~~ THEN REPLY ~[PC] So many choices, so little time...~ + c-aranbg2rom3boss IF ~~ THEN REPLY ~[PC] That is different.~ + c-aranbg2rom3boss IF ~~ THEN REPLY ~[PC] That sounds like you might be a little jealous.~ + c-aranbg2rom3boss IF ~~ THEN REPLY ~[PC] So, how would you describe me, Aran?~ + c-aranbg2rom3game END IF ~~ c-aranbg2rom3boss SAY ~[ARAN] If you say so, <CHARNAME>. If you say so.~ IF ~~ THEN EXIT END IF ~~ c-aranbg2rom3game SAY ~[ARAN] Oh, I'm not fallin' for that, <CHARNAME>. I know that game too well. I'd say "<CHARNAME>. You know, the one what's in charge o' this here party". I get to describin' you, an' I'm likely to dig a hole an' have you kickin' the dirt over my head right quick!~ IF ~~ THEN EXIT END So, Why Did This Talk Not Work Out? Why Is It On The Recycling Or Disposal Pile? Well, the idea is sound, and it does a good job of showing off some ways of variable manipulation - even more fun would be the "undo state", where we DE-advance the variable - + ~Global("c-silvermatch","LOCALS",1)~ + ~[PC] Are you sure SilverSatr is not that attractive to you? Do you want to think about her again?~ DO ~SetGlobal("c-silvermatch","LOCALS",0)~ but the devil is in the details. Looking through this, there are some problems to be worked on. Number one, the project has moved on, and we have code example in play that already show these kinds of usages (though I want to go back and put a randomizing script block in there, because it is just way cool). Second problem - effort vs. playability. The way this is created, I either have to assume PC is straight to build a corresponding set of choices - otherwise it will be over a month of writing to get specific reactions for all available NPCs. Even using Aran's straightness to get specifics down to female NPCs, there is alot there. So unless inspiration hits, this one is a tough one to write. We can keep it positive, and search for good reasons for a match, aviding disrespect for other NPCs, but then we get a way too cheery, upbeat, unrealistic view, but that is not so cool. The real life conversation would be a bit harsher - "You would go out with *her*? I mean, that voice just cuts like a kife, man. Plus, she seems so needy. And the scars on her back... yuck. Drop the damaged elf-chick, and go for a real woman." Third Problem - psychology. It works as a friend setting up Aran, but there is no opportunity for him to follow through, unless the player is doing something with Amber and being careful about how it is all set up. So each way I try to rewrite it, starting as a lovetalk means that PC is trying to foist him off on others, or having to listen to him go "hey, perhaps she would like me". Perhaps a bit too realistic and annoying, having Aran talk about why others might be preferable to PC - and completely a waste of her time if she just wants to be friends. And with a guy PC, things get even more difficult to work through without it being odd. Aran is not going to mind talking openly about how a two male or two female pairings might work out, being an open-minded dude in FR, where open-mindedness includes romances that cross species as well as gender. But the PC, well, not so easy to guage reaction and account for pathways. But most of all, #4, the big question - how much is this advancing the relationship, versus how much is this just fluff? Can we have a similar kind of discussion to foster that sense of "good friendship developing that might become more"? Given the number of talks already in place, is this getting us anywhere exploring either Aran's personality or the Player's roleplaying personality in a way not covered by other talks? So, some salvage work... A way around some of the challenges is to adjust the level of detail. We might be able to salvge some of the reactions, by making them more generic: IF ~InParty(Player2) Gender(Player2,FEMALE) !HasItemEquiped("belt05",Player2) !Name(Player2,"c-aran")~ + ~[PC] What about <PLAYER2>? She might be just what you want.~ + newstate IF ~InParty(Player3) Gender(Player3,FEMALE) !HasItemEquiped("belt05",Player2) !Name(Player3,"c-aran")~ + ~[PC] What about <PLAYER3>? She might be just what you want.~ + newstate IF ~InParty(Player4) Gender(Player4,FEMALE) !HasItemEquiped("belt05",Player2) !Name(Player4,"c-aran")~ + ~[PC] What about <PLAYER4>? She might be just what you want.~ + newstate IF ~InParty(Player5) Gender(Player5,FEMALE) !HasItemEquiped("belt05",Player2) !Name(Player5,"c-aran")~ + ~[PC] What about <PLAYER5>? She might be just what you want.~ + newstate IF ~InParty(Player6) Gender(Player6,FEMALE) !HasItemEquiped("belt05",Player2) !Name(Player6,"c-aran")~ + ~[PC] What about <PLAYER6>? She might be just what you want.~ + newstate IF ~InParty(Player2) !HasItemEquiped("belt05",Player2) !Name(Player2,"c-aran")~ THEN BEGIN z100 SAY ~[ARAN] What about <PLAYER2>? You know, <HESHE> might be just what you want.~ + newstate IF ~InParty(Player3) !HasItemEquiped("belt05",Player3) !Name(Player3,"c-aran")~ THEN BEGIN z101 SAY ~[ARAN] What about <PLAYER3>? You know, <HESHE> might be just what you want.~ + newstate IF ~InParty(Player4) !HasItemEquiped("belt05",Player4) !Name(Player4,"c-aran")~ THEN BEGIN z102 SAY ~[ARAN] What about <PLAYER4>? You know, <HESHE> might be just what you want.~ + newstate IF ~InParty(Player5) !HasItemEquiped("belt05",Player5) !Name(Player5,"c-aran")~ THEN BEGIN z103 SAY ~[ARAN] What about <PLAYER5>? You know, <HESHE> might be just what you want.~ + newstate IF ~InParty(Player6) !HasItemEquiped("belt05",Player6) !Name(Player6,"c-aran")~ THEN BEGIN z104 SAY ~[ARAN] What about <PLAYER6>? You know, <HESHE> might be just what you want.~ + newstate Of course, we run into the difficulty of scripting PC response to potential cross-gender suggestions - which is fine for me to present with Aran. but tougher for scripting PC responses to. Plus, it leaves little "punch" to the dialog, wheras saying things Note I wimped out on the Girdle of gender Change, too ( !HasItemEquiped("belt05",Player2) ) . Too hard to come up with a way of filtering out whether or not Aran would react well, or the PC, for that matter, to romancing Edwina with the belt on. Great ground for lots of stuff, but way too hard to anticipate player intent and keep things non-jarring. So, this one has lingered since October of 2008, waiting for inspiration to strike, or parts to be salvaged. Workrooms at many hosting sites, closed or open in forums, are littered with materials like this, so if you have some of these tossed in a file somewhere, you are not alone. Perhaps the ideas will make their way out, or perhaps they will be tossed out with the next crash of your hard drive, but either way, thinking through the reasons why it might or not make it is a useful exercise in making choices about your mod. Sometimes, for whatever reason, several months of work need to be scrapped. At least we are not pro writers, who may have to dump draft after draft!
  4. I had an idea about color/background dialogue replies that took into account party spells cast, items, and such - throwaway one-line loops that give players a sense of "awareness" in Aran. It turns out that JCompton as already tread this road before - in his Infinity Modding Iron Chef im7 entry is a great example of a straightforward quest encounter, with resolution through party-supplied items. The code is pretty straightforward (and by that, I mean good, because simple = less likely to break) - IF ~~ gotitem SAY ~Yes! That will be perfect! Thank you!~ = ~Now... do I have everything I might need to face him?~ ++ ~This sounds expensive. Forget it.~ + busy + ~PartyHasItem("potn43") Global("FionaInsight","GLOBAL",0)~ + ~I have this Potion of Insight, might that serve as a source of inspiration?~ DO ~AddexperienceParty(3000) SetGlobal("FionaInsight","GLOBAL",1) TakePartyItemNum("POTN43",1) ~ + gotitem + ~CheckStatGT(Player1,14,WIS) Global("FionaInsight","GLOBAL",0)~ + ~You say your spell brought you to me? Perhaps hearing the tale of my own triumphs over adversity will inspire you.~ DO ~AddexperienceParty(3500) SetGlobal("FionaInsight","GLOBAL",1)~ + inspirestory + ~PartyHasItem("belt06") Global("FionaStrength","GLOBAL",0)~ + ~I have a belt which grants the strength of a hill giant, will that do?~ DO ~AddexperienceParty(3000) TakePartyItemNum("belt06",1) SetGlobal("FionaStrength","GLOBAL",1)~ + gotitem + ~PartyHasItem("belt07") Global("FionaStrength","GLOBAL",0)~ + ~I have a belt which grants the strength of a stone giant, will that do?~ DO ~AddexperienceParty(3000) TakePartyItemNum("belt07",1) SetGlobal("FionaStrength","GLOBAL",1)~ + gotitem + ~PartyHasItem("belt08") Global("FionaStrength","GLOBAL",0)~ + ~I have a belt which grants the strength of a frost giant, will that do?~ DO ~AddexperienceParty(3000) TakePartyItemNum("belt08",1) SetGlobal("FionaStrength","GLOBAL",1)~ + gotitem + ~PartyHasItem("belt11") Global("FionaStrength","GLOBAL",0)~ + ~I have a belt which grants the strength of a fire giant, will that do?~ DO ~AddexperienceParty(3000) TakePartyItemNum("belt11",1) SetGlobal("FionaStrength","GLOBAL",1)~ + gotitem + ~InParty("Minsc") !Dead("Minsc") Global("FionaStrength","GLOBAL",0)~ + ~A source of strength? Hmmm. I have an idea so crazy it just might work. Minsc, would you let Fiona hold Boo for a moment?~ DO ~SetGlobal("FionaStrength","GLOBAL",1) AddexperienceParty(3500)~ EXTERN MINSCJ holdboo + ~PartyHasItem("SW1H51") Global("FionaPower","GLOBAL",0)~ + ~You may have Celestial Fury. It is a blade of unprecedented power.~ DO ~AddexperienceParty(3000) TakePartyItemNum("sw1h51",1) SetGlobal("FionaPower","GLOBAL",1)~ + gotitem + ~PartyHasItem("staf11") Global("FionaPower","GLOBAL",0)~ + ~Though we fought hard to obtain it, take the Staff of the Magi. Surely, it is powerful enough for your needs.~ DO ~AddexperienceParty(3000) TakePartyItemNum("staf11",1) SetGlobal("FionaPower","GLOBAL",1)~ + gotitem + ~PartyHasItem("hamm09") Global("FionaPower","GLOBAL",0)~ + ~Crom Faeyr is a hammer of enormous power. May it serve you well.~ DO ~AddexperienceParty(3000) TakePartyItemNum("hamm09",1) SetGlobal("FionaPower","GLOBAL",1)~ + gotitem + ~CheckStatGT(Player1,14,CHR) Global("FionaPower","GLOBAL",0)~ + ~You say you need a source of great power? I don't think so. All the power you need is already in your own heart and spirit, which must be formidable indeed for you to have endured years of torture without giving up hope.~ DO ~SetGlobal("FionaPower","GLOBAL",1) AddexperienceParty(3500)~ + powerstory ++ ~Let me come back later, I may have what you need then.~ DO ~AddJournalEntry(@99,QUEST)~ + comeback IF ~Global("FionaInsight","GLOBAL",1) Global("FionaStrength","GLOBAL",1) Global("FionaPower","GLOBAL",1)~ + haveitall END So, in this case, JCompton has decided that as part of the quest/encounter, the player can swap out specific items for experience as a payment for resolving Fiona's quest. For materials other than quests, or reactions to the party having items that might be worthy of comment by a party (either for good or ill), the standard or "traditional" way of doing this is using the script (.bcs) to trigger. Some mods, like Saerileth, take this to extremes by adding things like this to baldur.bcs, therefore loading down scripts when the player has a big bag of holding - the master script continually checks the party, and all of the containers with the party, for the item: IF PartyHasItem("AnObjectionableEvilItem") // no global set, so that it checks every script cycle THEN RESPONSE #100 SetGlobal("PartyHasEvilItemIWantToDestroyOrWillLeaveImmediately","GLOBAL",1) StartDialogNoSet(Player1) END SIDE NOTE: DavidW has suggested a cool idea using LOCALS and timers to run these checks on a longer cycling, reducing script lag. It works well, as it still checks regularly - just not every single script cycle. In the dialog, there is a matching state that complains about the object to the PC, and sets reactions accordingly. For example, Chloe's script detects misuse of her swords, and smites the player. Other modders have chosen less restrictive paths. Amber, for example, refuses to use certain items, but it runs in her script, and does not mess with what others in the party are using or what is in the bag of holding. I think we can safely add some nice scenery stuff for all players using the "traditional" approach, for a few (less than 5) of the big, big items. Heck, we might even use this in his .bcs as a way of tailoring weaponry or equipment to match his class when the player first spawns him, if we want: in dialog, or in .bcs, it runs about the same: .baf entry for "upgrading" a weapon IF Global("c-weaponcheck","GLOBAL",0) HasItem("weapon1","c-aran") CheckStatGT(Player1,11,LEVEL) THEN RESPONSE #50 TakeItemReplace("weapon2","weapon1","c-aran") SetGlobal("c-weaponcheck","GLOBAL",1) THEN RESPONSE #50 TakeItemReplace("weapon3","weapon1","c-aran") SetGlobal("c-weaponcheck","GLOBAL",1) END In this example, we leverage both the use of CheckStatGT() | HasItem(), and the random RESPONSE block, so that sometimes Aran shows up with Weapon 2, sometimes Weapon 3 (Check Beyond The Law and other mods by Z and you will see good examples of this kind of .bcs block leverage). But dialogue between people does not always work with such constraint that you immediately walk up to a friend and say "Yo. Big ugly evil thing in your hands. Drop it, or I am outta here." (Well, perhaps that is an overstatement, and perhaps you do. But I am unaccustomed to the blunt, direct, rude conversation depicted in that kind of scenario - it is more likely to be "Cmorgan! Great to see you!" <3 minutes of trivia smalltalk> "You know, I think you are a good friend, and I just have to mention... that thing you said to the principal? I am glad you have tenure! Because if I said it, my non-tenured bottom would have been bounced right out of the school!". Unless it is a pickup line, like this, I think in a more natural conversation, you might sidecomment on gear or something, and then be back in the regular conversation, more like this: or for the dudes, Good game designers know to avoid this kind of sidetracking. It is a bogdown of clean conversation, it adds complexity to keeping players on track, and it wastes precious time in development. It tends to confuse players, who are already conditioned that if NPC A mentions a dude who sells swords the next town over, it means either he is secretly a black dragon in disguise, he has a mission you can take, or he is a Plot Point that must be cleared before moving on. Luckily, I am a modder, and can ignore this (albeit at my peril), adding a few little "awareness" dialogs here and there. They can be added to the PID, where players who love RP interaction will find them; they can be added to flirts; and with a little bit of judicial weaving, they can even be interjected into vanilla reactions by Canonical BioWare™ NPCs. In a few places, they can even be snuck in as a side branch in a conversation, which may or may not sidetrack the conversation. For that reason (the potential sidetrack) the FriendTalks are the best place to look at adding one or two of these, in more innocent conversations where it does not really matter if a player is sidetracked as much. We all have those conversations where you start talking about something, and then someone says something bad about <INSERT_FAVORITE_TEAM_OR_HOBBY_OR_POLITICAL_STANCE_HERE>, and suddenly it is all broken up, and the original conversation is completely lost! We can play with this idea at the dialog level, adding a reaction template to be scattered where it mimics regular conversational flow. With some situational rewriting, this template can be used for inserting reactions to the one item we know Aran could not shut his mouth about: /* LEAT21 // Human Flesh +5 evil armor */ IF ~HasItemEquiped("LEAT21",Player1) Global("c-arskinarm","LOCALS",0)~ GOTO b100 IF ~HasItemEquiped("LEAT21",Player1) Global("c-arskinarm","LOCALS",1) GlobalTimerExpired("c-aranskin","GLOBAL")~ GOTO b101 IF ~HasItemEquiped("LEAT21",Player1) Global("c-arskinarm","LOCALS",2) GlobalTimerExpired("c-aranskin","GLOBAL")~ GOTO b102 IF ~~ b100 SAY ~[ARAN] Hey, by the way, your armor be all wrong. I know you be th' scourge o' Faerun, but you don't have to wear your heart on your sleeve, eh? In this case, someone else's, by th' look. An' I won't say how bad it smells.~ IF ~~ THEN DO ~SetGlobal("c-arskinarm","LOCALS",1) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ EXIT END // or whatever tie backs necessary IF ~~ b101 SAY ~[ARAN] You stll be wearin' that Grumbar-lovin' Cyric-blighted armor? Gives me th' chills, it does.~ ++ ~[PC] If it bothers you that much, I will take it off.~ DO ~SetGlobal("c-arskinarm","LOCALS",2) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ + b103 ++ ~[PC] I think it has a great effect on our opponents' morale. You are just going to have to get used to it.~ DO ~SetGlobal("c-arskinarm","LOCALS",2) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ + b103 ++ ~[PC] If I wanted you opinion, I would have asked.~ DO ~SetGlobal("c-arskinarm","LOCALS",2) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ + b103 ++ ~[PC] Shut up, or your ears will add decoration to it.~ DO ~SetGlobal("c-arskinarm","LOCALS",2) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ + b103 END IF ~~ b102 SAY ~[ARAN] Look, I do a good bit around here, an' I know you be th' leader. I'm just sayin', that armor makes it blighted hard for me to do my job. Th' smell be only part o' it. Shar's Kiss, get rid o' it, eh?~ ++ ~[PC] Or you will run crying like a weakling child, break your contract, and leave?~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 ++ ~[PC] Shut up, Aran. I heard you the first two times. I will use what tools I see fit to advance my goals.~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 ++ ~[PC] Are you volunteering to add more skin to this armor? Speak again, and I will ~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 ++ ~[PC] I may very well take it off. You are useful. But then again, I might put it back on. You will have to get used to it, or leave.~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 ++ ~[PC] You do very little, and I am tired of your whining. That is the last warning you will get.~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 END IF ~~ b103 SAY ~[ARAN] Hey, I don't go around second guessin' you. So if I be sayin' it, you know there be one hells of a lot more people who have noticed. Might fit your ideas, but it be bad tactics to give away your position that way.~ IF ~~ THEN EXIT END // or whatever tie backs necessary IF ~~ b104 SAY ~[ARAN] Cyric's Black Heart, I don't run out on contracts. But you smell worse than a charnelhouse. If I throw up, you will be knowin' why.~ IF ~~ THEN EXIT END // or whatever tie backs necessary Another template to run out might be a set of reactions for PID, with Aran reacting to using Drow weapons: /* PID for Underdark: equipment addition */ + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWBLUN01","c-aran") Global("c-arandroweq","LOCALS",0)~ + ~[PC] Aran, you keep looking oddly at that Drow flail you are using. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Flail +3 + ~Global("c-arandroweq","LOCALS",0) OR(2) HasItemEquiped("DWCHAN01","c-aran") HasItemEquiped("DWCHAN02","c-aran")~ + ~[PC] Aran, you keep looking oddly at that armor you are wearing. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Elven Chain +3, Drow Adamantine Chain +5 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWCLCK01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that cloak you are wearing. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Piwafwi Cloak + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWHALB01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that halberd you are weilding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Halberd +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWPLAT01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that plate armor you are wearing. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Full Plate +5 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWSHLD01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that shield you are holding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Shield +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWSPER01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that lance you are weilding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Lance +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWSW1H01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that scimitar you are weilding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Scimitar +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWSW1H02","c-aran")~ + ~[PC] Aran, you keep looking oddly at that longsword you are weilding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Longsword +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWXBOW01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that crossbow you are using. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Crossbow of Speed IF ~~ c-aranreactdrow SAY ~[ARAN] Shar's Spikey Spit, I don't rightly want naught to do wi' a weapon what turns to dust in sunlight. I know it be powerful an' magical, but give me a solid surface weapon an' I'd be a mite happier.~ IF ~~ THEN DO ~SetGlobal("c-arandroweq","LOCALS",1)~ EXIT END Other ideas to play with: 0x402C HPPercent(O:Object*,I:Hit Points*) See HP(O:Object*,I:Hit Points*) except this is for a percentage. 0x402D HPPercentLT(O:Object*,I:Hit Points*) See HPLT(O:Object*,I:Hit Points*) except this is for a percentage. 0x402E HPPercentGT(O:Object*,I:Hit Points*) See HPGT(O:Object*,I:Hit Points*) except this is for a percentage. 0x4031 HaveSpell(I:Spell*Spell) Returns true only if the active CRE has the specified spell memorised. 0x4032 HaveAnySpells() Returns true if the active CRE has at least one spell memorised. 0x4044 CheckStat(O:Object*,I:Value*,I:StatNum*Stats) Returns true only if the specified object has the statistic in the 3rd parameter at the value of the 2nd parameter. 0x4045 CheckStatGT(O:Object*,I:Value*,I:StatNum*Stats) Returns true only if the specified object has the statistic in the 3rd parameter greater than the value of the 2nd parameter. 0x4046 CheckStatLT(O:Object*,I:Value*,I:StatNum*Stats) Returns true only if the specified object has the statistic in the 3rd parameter less than the value of the 2nd parameter. 0x404E PartyGold(I:Amount*) Returns true only if the player's party has the amount of gold specified in the 2nd parameter. 0x404F PartyGoldGT(I:Amount*) Returns true only if the player's party has more gold than specified in the 2nd parameter. 0x4050 PartyGoldLT(I:Amount*) Returns true only if the player's party has less gold than specified in the 2nd parameter. 0x4064 HasWeaponEquiped(O:Object*) Returns true only if the specified object has a weapon in a quickslot. 0x407F HasItemEquiped(S:ResRef*,O:Object*) Returns true if the specified object has the specified item in one of its quicklots if it is a weapon, or has it equipped if it is a piece of armour of an amulet etc. InventoryFull(O:Object*) One other area that readily springs to mind are flirts. Since appearance in PC-land is entirely subjective, and we currently do not have a way of identifying what portrait/avatar coloration combination is used, or anything else cosmetic like that in scripting, we often are restricted in the bread and butter of human attraction - reaction and commentary on appearance. We have to live in "generic land", with Assuming Facts Not In Evidence to be avoided. A sample of a problem-flirt: or worse, With a nod to HasItemEquiped(), though, some direct observation is possible: /* Flirt Additions: */ + ~HasItemEquiped("AMUL12",Player1) Global("TEMPVAR","LOCALS",0)~ + j100 // Laeral's Tear Necklace (3000 gp) + ~HasItemEquiped("AMUL01",Player1) Global("TEMPVAR","LOCALS",0)~ + j101 // Necklace of Missiles + ~HasItemEquiped("AMUL04",Player1) Global("TEMPVAR","LOCALS",0)~ + j102 // Studded Necklace with Zios Gems + ~HasItemEquiped("AMUL05",Player1) Global("TEMPVAR","LOCALS",0)~ + j103 // Bluestone Necklace + ~HasItemEquiped("AMUL06",Player1) Global("TEMPVAR","LOCALS",0)~ + j104 // Agni Mani Necklace + ~HasItemEquiped("AMUL07",Player1) Global("TEMPVAR","LOCALS",0)~ + j105 // Rainbow Obsidian Necklace + ~HasItemEquiped("AMUL08",Player1) Global("TEMPVAR","LOCALS",0)~ + j106 // Tiger Cowrie Shell Necklace + ~HasItemEquiped("AMUL09",Player1) Global("TEMPVAR","LOCALS",0)~ + j107 // Silver Necklace + ~HasItemEquiped("AMUL10",Player1) Global("TEMPVAR","LOCALS",0)~ + j108 // Gold Necklace + ~HasItemEquiped("AMUL11",Player1) Global("TEMPVAR","LOCALS",0)~ + j109 // Pearl Necklace + ~HasItemEquiped("AMUL16",Player1) Global("TEMPVAR","LOCALS",0)~ + j110 // Amulet of Metaspell Influence (+1 2nd level spell) + ~HasItemEquiped("AMUL18",Player1) Global("TEMPVAR","LOCALS",0)~ + j111 // Wolfsbane Charm +2 vs Lycanthropes + ~HasItemEquiped("AMUL22",Player1) Global("TEMPVAR","LOCALS",0)~ + j112 // Periapt of Proof Against Poison IF ~~ j100m // Laeral's Tear Necklace (3000 gp) SAY ~[ARAN] (He leans forward slightly, studying the Laeral's Tear necklace you are wearing.)~ IF ~~ THEN GOTO j113 // expensive END IF ~~ j101 // Necklace of Missiles SAY ~[ARAN] (He leans forward slightly, studying the Necklace of Missiles necklace you are wearing.)~ IF ~~ THEN GOTO j114 // missiles END IF ~~ j102 // Studded Necklace with Zios Gems SAY ~[ARAN] (He leans forward slightly, studying the zios gems embedded in the necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j103 // Bluestone Necklace SAY ~[ARAN] (He leans forward slightly, studying the bluestone necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j104 // Agni Mani Necklace SAY ~[ARAN] (He leans forward slightly, studying the angi mani necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j105 // Rainbow Obsidian Necklace SAY ~[ARAN] (He leans forward slightly, studying the obsidian necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j106 // Tiger Cowrie Shell Necklace SAY ~[ARAN] (He leans forward slightly, studying the cowrie shell necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j107 // Silver Necklace SAY ~[ARAN] (He leans forward slightly, studying the silver necklace you are wearing.)~ IF ~~ THEN GOTO j115 /* simple */ END IF ~~ j108 // Gold Necklace SAY ~[ARAN] (He leans forward slightly, studying the gold necklace you are wearing.)~ IF ~~ THEN GOTO j115 /* simple */ END IF ~~ j109 // Pearl Necklace SAY ~[ARAN] (He leans forward slightly, studying the pearl necklace you are wearing.)~ IF ~~ THEN GOTO j115 /* simple */ END IF ~~ j110 // Amulet of Metaspell Influence (+1 2nd level spell) SAY ~[ARAN] (He leans forward slightly, studying the amulet you are wearing.)~ IF ~~ THEN GOTO j118 /* magical */ END IF ~~ j111 // Wolfsbane Charm +2 vs Lycanthropes SAY ~[ARAN] (He leans forward slightly, studying the wolfsbane charm you are wearing.)~ IF ~~ THEN GOTO j117 /* anti-wolf */ END IF ~~ j112 // Periapt of Proof Against Poison SAY ~[ARAN] (He leans forward slightly, studying the periapt you are wearing.)~ IF ~~ THEN GOTO j116 /* anti-poison */ END IF ~~ j113 SAY ~[ARAN] Now, I do think that piece o' jewelry matches you. But on full account, there be few pieces, no matter how expensive, what can do justice to th' beauty o' your eyes.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // expensive IF ~~ j114 SAY ~[ARAN] (Hesitantly, he reaches one hand out to touch it...) OUCH! That there necklace done bit me! Hells, <CHARNAME>, you could have warned me th' bloody thing was leakin' some o' that missile-energy.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // missiles IF ~~ j115 SAY ~[ARAN] Perfect. Simple, attractive, understated, an' nearly as beautiful as you.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // simple IF ~~ j116 SAY ~[ARAN] Good protection. You might want to keep in on tonight, eh? On account o' I am cookin' wi' some new spices, an' I am nt sure I have the amount just right.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // anti-poison IF ~~ j117 SAY ~[ARAN] Now, you may think that charm will keep th' lkes o' me away. Problem is, I'm no wolf. I just act like one!~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // anti-wolf IF ~~ j118 SAY ~[ARAN] (He gently caresses it with the tip of one finger, then shivers and shakes his hand.) Now, that done give me a set o' goosebumps. Either it did, or th' curve o' your neck did. Either way, I think I might want to repeat th' experience.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // magical IF ~~ j119 SAY ~[ARAN] Now, that be alright for some women, but I am not so sure when it comes to you. I think it sets off your eyes right nice, but I think it be a mite clunky. Here. This pearl necklace might be better.~ DO ~<< GiveItemCreate "AMUL11">> SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // clunky
  5. Is it possible? Back In The Day®, before the FlirtPack, Fade To Black™ handled most things. Even with Aerie getting pregnant, the before and after talks were very un-explicit. From BAERIE, CODE IF ~~ THEN BEGIN 356 // from: 351.1 SAY ~Please, <CHARNAME>...the time is right and I must speak to you of this.~ /* #31623 */ IF ~~ THEN REPLY ~(sigh) Fine. What is it you wish?~ /* #31624 */ GOTO 352 IF ~~ THEN REPLY ~It will have to wait, Aerie. Good night.~ /* #31625 */ GOTO 357 END IF ~~ THEN BEGIN 357 // from: 356.1 SAY ~I...I see my wishes have no bearing on your moods. As...as you wish. I will sleep by myself tonight and from here on. Good night, <CHARNAME>.~ /* #31627 */ IF ~~ THEN DO ~SetGlobal("AerieRomanceActive","GLOBAL",3) RestParty()~ EXIT END IF ~~ THEN BEGIN 358 // from: 355.0 SAY ~C-come close to me, then, <CHARNAME>. Let me feel your hands on my skin...let us lay together so I may experience your love and become a woman at last...~ /* #31632 */ IF ~~ THEN DO ~RestParty()~ EXIT END IF ~~ THEN BEGIN 359 // from: 355.1 SAY ~I...don't know what love is, <CHARNAME>. But...maybe it would be better to wait until all of this is over. The thought of laying with a man frightens me a little, I must admit...~ /* #31633 */ IF ~~ THEN GOTO 360 END IF ~~ THEN BEGIN 360 // from: 359.0 SAY ~Stay with me for the night, then, <CHARNAME>, and hold me to you. I...don't want to be alone, and I so desperately need to be near you...~ /* #31634 */ IF ~~ THEN REPLY ~As you wish...that I am more than willing to do.~ /* #31636 */ DO ~SetGlobal("SleptAerie","GLOBAL",0)~ GOTO 363 IF ~~ THEN REPLY ~Forget it, Aerie...I'm not interested in someone who is so needy.~ /* #31637 */ GOTO 361 END IF ~~ THEN BEGIN 361 // from: 360.1 355.3 355.2 SAY ~So you send me away with...with your cruel words. I...I thought I loved you...and yet you cut me open without hesitation. I...should have known better, I suppose.~ /* #31679 */ IF ~~ THEN GOTO 362 END IF ~~ THEN BEGIN 362 // from: 361.0 SAY ~Very well, <CHARNAME>...I shall go and sleep by myself and console myself that it is better that I never allowed one such as you to touch me. I...shall not trouble you further.~ /* #31680 */ IF ~~ THEN DO ~SetGlobal("AerieRomanceActive","GLOBAL",3) RestParty()~ EXIT END IF ~~ THEN BEGIN 363 // from: 360.0 SAY ~You are sweet to be so patient with me, <CHARNAME>. Let us sleep, then.~ /* #31684 */ IF ~~ THEN DO ~SetGlobal("SleptAerie","GLOBAL",0) RestParty()~ EXIT END IF WEIGHT #23 ~Global("LoveTalk","LOCALS",48) Global("SleptAerie","GLOBAL",0) !StateCheck(Player1,STATE_SLEEPING)~ THEN BEGIN 364 // from: SAY ~So...you are awake at last? I have been...watching you sleep for some time, now. It calms me, watching you...and it gave me time to think.~ [AERIEB1] /* #31685 */ IF ~~ THEN GOTO 365 END IF ~~ THEN BEGIN 365 // from: 364.0 SAY ~I've been...thinking about last night. You were right, of course...it isn't the right time to experience love when we are always in danger of perishing.~ /* #31686 */ IF ~~ THEN GOTO 366 END IF ~~ THEN BEGIN 366 // from: 365.0 SAY ~I was so eager to experience everything new that I...did not think. Thank you for respecting me. I...I love you...and I want our first time together to be something special.~ /* #31687 */ IF ~~ THEN REPLY ~I love you, too, Aerie...and I agree.~ /* #31688 */ GOTO 367 IF ~~ THEN REPLY ~Yes, well...let's just continue our travels, shall we?~ /* #31689 */ GOTO 368 IF ~~ THEN REPLY ~You're out of your mind, Aerie.~ /* #31690 */ GOTO 370 END IF ~~ THEN BEGIN 367 // from: 366.0 SAY ~Let us go, then and find this Irenicus. Once this is over, I want to experience everything with you. I...I never thought I would find something... better than flying. Thank you.~ /* #31691 */ IF ~~ THEN DO ~SetGlobal("AerieRomanceActive","GLOBAL",2)~ EXIT END IF ~~ THEN BEGIN 368 // from: 366.1 SAY ~Of course, <CHARNAME>. Let's...finish your quest, and then we can see where we stand. And where we can go from there, yes?~ /* #31692 */ IF ~~ THEN GOTO 369 END IF ~~ THEN BEGIN 369 // from: 368.0 SAY ~In...in case I die...or in case we part ways...I just wanted to tell you, <CHARNAME>, that I never thought I would find something better than flying. But I have...and thank you.~ /* #31693 */ IF ~~ THEN DO ~SetGlobal("AerieRomanceActive","GLOBAL",2)~ EXIT END IF ~~ THEN BEGIN 370 // from: 366.2 SAY ~I am? I had thought you had cared for me. But...perhaps you kept me away because...because you did not care enough for me. I had not thought of that.~ /* #31694 */ IF ~~ THEN GOTO 371 END IF ~~ THEN BEGIN 371 // from: 370.0 SAY ~I am too quick to assume, <CHARNAME>...and I have much to learn. I wish you would have been gentler with me, but you have taught me much, and I thank you.~ /* #31695 */ IF ~~ THEN GOTO 372 END IF ~~ THEN BEGIN 372 // from: 371.0 SAY ~Let us just...continue on your quest. I shall trouble you no further...and will look to further my experience elsewhere.~ /* #31696 */ IF ~~ THEN DO ~SetGlobal("AerieRomanceActive","GLOBAL",3)~ EXIT END IF WEIGHT #24 ~Global("LoveTalk","LOCALS",48) Global("SleptAerie","GLOBAL",1) !StateCheck(Player1,STATE_SLEEPING)~ THEN BEGIN 373 // from: SAY ~So...you are awake at last? I have been...watching you sleep for some time, now. It calms me, watching you...and it gave me time to think.~ /* #31697 */ IF ~~ THEN GOTO 374 END IF ~~ THEN BEGIN 374 // from: 373.0 SAY ~You...have made a woman out of me, <CHARNAME>. I love you more deeply than I can say and can only thank you for what you have done for me.~ /* #31698 */ IF ~~ THEN GOTO 375 END IF ~~ THEN BEGIN 375 // from: 374.0 SAY ~But...at the same time...I cannot help but think that things need to be slowed. I am so full of emotion...I want to experience too much and am doing it all too quickly.~ /* #31699 */ IF ~~ THEN GOTO 376 END IF ~~ THEN BEGIN 376 // from: 375.0 SAY ~I feel overbalanced, <CHARNAME>. Quayle would never approve of this, I think.~ /* #31700 */ IF ~~ THEN GOTO 377 END IF ~~ THEN BEGIN 377 // from: 376.0 SAY ~My heart clenches at the thought, but we must stop ourselves from going down this path. I need to...to find out more about myself...before I can attach myself to another. I...hope you understand.~ /* #31701 */ IF ~~ THEN REPLY ~I do...but maybe you need to find your own way, Aerie.~ /* #31703 */ GOTO 378 IF ~~ THEN REPLY ~If that's what you want, there is nothing I can do.~ /* #31704 */ GOTO 379 IF ~~ THEN REPLY ~No, Aerie! I love you!~ /* #31705 */ GOTO 381 IF ~~ THEN REPLY ~No, I don't understand! Why are you doing this?!~ /* #31707 */ GOTO 383 END IF ~~ THEN BEGIN 378 // from: 385.0 377.0 SAY ~If...if that is what you think I should do...then perhaps I must. I...I shall miss you, <CHARNAME>. I shall always hold you dear in my heart.~ /* #31712 */ IF ~~ THEN GOTO 382 END IF ~~ THEN BEGIN 379 // from: 377.1 SAY ~Oh, please don't be sad, <CHARNAME>. I shall remain with you and fight by your side... this quest of yours is too important for me not to help you with it.~ /* #31717 */ IF ~~ THEN GOTO 413 END IF ~~ THEN BEGIN 380 // from: 413.0 SAY ~But, come...a new day awaits us, <CHARNAME>. Let us...let us see what it holds.~ /* #31720 */ IF ~~ THEN DO ~SetGlobal("AerieRomanceActive","GLOBAL",2)~ EXIT END With some variations, not much else happens in any of the other Canonical BioWare™ crew. We find more explicit depictions of activity in the chaste writings in those Vampire stories currently popular among the youth - or Panshin's coming of age story, or actually network TV in the US. Then, modding happened, and even early romances had more direct PG13 content, or more. The list and variations are huge now in the community, with decidedly mature content available (by mature, we are defining it the US way: you can kill thousands of critters in horrible ways, steal, beat people up, spy, break laws, even show body parts in various states of dismemberment and corruption - but no showing of naked body parts of any kind other than men's bare chests and women's bare backs from the waist to the neck, and no description of what happens when the aforesaid body parts start doing what comes naturally in any way, shape, or form. Now, the debate on this is fun, and has been done to death. I would ask that we drop the whole "discuss whether or not this is ok to death" part, and focus on the player experience. For this topic, we are looking at being as player-friendly as possible. We want the folks who are happier with the level of the posts in the flirting and Moonlit Swordfight threads (though I have some question in my mind if that gets a bit too graphic in places), pushing the boundaries of the original game without wandering into Viconia Bathing Flirts or Romantic Encounters. What we are looking at is a way of not breaking in-game immersion, but at the same time letting folks who want Romantic Encounters-level romance to be a part of their gaming experience. We have some choices, the most obvious being "don't write stuff that goes farther than QUOTE ~[PC] My love, spend the night with me. Be mine, and I will be yours.~ ~[ARAN] Aye, I would gladly be wi' you, now, an' any time you want. I done fallen for you, an' I am yours.~ RestParty() ~[ARAN] Now, sleepyhead, wake up. That were a wonderful, beautiful night.~ ~[PC] Yes, it was. ~[PC] No, it wasn't. ~[PC] Perhaps. With some training, you will become a wonderful lover. ~[PC] You have made a woman out of me. ~[PC] I love you. ~[PC] I wonder what all the fuiss is about. It was ok, but awkward. " OK, possible, well done in several mods, and it avoids the question of appropriate player choice by giving no options on the level of intensity or graphic nature of the game, but allowing some responses on the PC's part that will be pretty obvious to those with experience. And as it is a mature game and Aran is a mature mod, we can figure that it matches NCIS or regular afternoon TV, as long as the watcher is not watching DeGrassi Junior High or other fare that explores pretty heavy stuff - or watches a soap opera - basically, we can say "Hey. This is ok for most players of the game to watch". Of course, that would be too easy. While writing stuff for RE was embarrasing at times, and definitely way beyond my comfort level, it was fun. And exciting. And probably the toughest challenge I have ever had writing. To be blunt, without help from really, really good friends, it would have never, ever happened. But that fun factor comes back in - we know from modern mature games and mods that blend over into more explicit content, folks are interested. So, I want to give it a shot with Aran, too. But how do I support moving to the next level without making folks who are not interested in having more risque materials suddenly find themselves in a territory that they don't like? Well, option 2 is to make a separate component that adds more mature stuff. That way, at install, a player can choose to play a more vanilla-ice-cream game, push the envelope with more risky-sounding responses, and not worry. A player who would much prefer to play about figuring which part of Aran should be painted with aforesaid vanilla-ice-cream, well, they add in that content. This is the Romantic Encounters solution - if it is not to your taste, don't install it, and you never have to be worried. This, by the way, is the best one from a general coding perspective. You can always set a talk to supercede another, or change a variable that can be evaluated, and add it on in another layer - a quick example, kept PG13 for decorum and modesty, CODE IF ~Global("MyLoveTalk","GLOBAL",14)~ THEN BEGIN lessexplicitstate SAY ~[ARAN] (His lips are warm and alive, caressing yours gently.)~ ++ ~[PC] Oh Aran... hold me closer. I want to be with you tonight, warm in your arms.~ DO ~SetGlobal("MyLoveTalk","GLOBAL",15)~ EXIT END Global("geivememoredescription","GLOBAL",0) Then, in your "allow more adult interaction/depiction" component addition, either set a cutscene to run or add options using EXTEND_BOTTOM on your states (tricky, but possible with STATE_WHICH_SAYS), or simply add a greater weight to the more explicit talk - CODE IF WEIGHT #-1 ~Global("MyLoveTalk","GLOBAL",14)~ THEN BEGIN moreexplicitstate SAY ~[ARAN] (His lips are warm and alive, caressing yours gently.)~ ++ ~[PC] Oh Aran... I happen to have some vanilla ice cream... shall we see how it melts?~ DO ~SetGlobal("MyLoveTalk","GLOBAL",15)~ EXIT END Since the state added afterwards advances the variable too, and it will now run at the top of the stack, you should be able to basically depreciate your old state with the new state. But that means a separate component, and no chance for a player to change their mind mid-stream. Given that folks do mega-installs these days, that can be a serious pain. So, how else can we do it? Well, berelinde came up with a really great suggestion - QUOTE (berelinde) You script a "flirt" to fire before any of these become available where Aran says something bordering on, but not quite, NC17. Give the PC two reply options, and only two reply options "I don't appreciate that kind of language." and "I like a man who speaks his mind... especially if it's naughty." Variable set and no immersion broken in the process. You use that variable as a trigger for the mature content. Side note - get a modding partner with whom to bounce ideas. It is a great, great experience. Now, I am having trouble with getting the message across strictly in-game, but playing with this idea (which means I can write things more naturally, then basically shut down reply options or specific floating talks or even entire branches of dialog, or even better, the player can choose at any point in time to enable or re-enable or shut down stuff that is not to their taste) - like the Anomen Romance conflict runs : For PID enabling/disabling, CODE + ~Gender(Player1,FEMALE) OR(2) Global("c-aranrom","GLOBAL",1) Global("c-aranrom","GLOBAL",2) Global("c-aranmature","GLOBAL",0)~ + ~[PC] I like it when you flirt with me, especially when it is naughty. You should be more explicit.~ + DO ~SetGlobal("c-aranmature","GLOBAL",1)~ + c-aranmature_content // replaced with # when integrated + ~Gender(Player1,FEMALE) OR(2) Global("c-aranrom","GLOBAL",1) Global("c-aranrom","GLOBAL",2) Global("c-aranmature","GLOBAL",1)~ + ~[PC] I like it when you leave much of our flirting discreet.~ + DO ~SetGlobal("c-aranmature","GLOBAL",0)~ + c-aranregular_content // replaced with # when integrated IF ~~ c-aranmature_content SAY ~[ARAN] I think I understand, eh? I may take some liberties or not, but either way you won't mind some o' my language bein' a bit graphic.~ IF ~~ THEN EXIT END IF ~~ c-aranregular_content SAY ~[ARAN] I think I understand, eh? I may take some liberties or not, but either way you want to leave more to your imagination, rather than me spell it out for you.~ IF ~~ THEN EXIT END No flirt starts before FriendTalk 3, so after FriendTalk2, some conversation to set this up first. This is where it gets tricky - and where suggestions are welcome. Warning - if they are posted here, they are likely to be shamelessly integrated The challenge is to find a way of making it clear to the player in a flirt that: 1. by choosing reply 1, the FadeToBlack™ is there, and there will be as close to BioWare™ as possible. That means some of the Moonlight Swrdfight and some of the already in-place flirts will be screened out. 2. by choosing reply 2, the FadeToBlack™ is there, because I would stink at writing pron, but materials at the level of the more adult encounters in RE (Chanelle, Renal, Sheri, etc.) would become available along romance pathways. [by the way, if you are interested in assisting with both feedback and spell/grammar/proofing, I am on target to have the first full Bath At An Inn scene ready tomorrow evening. I am a chicken, and do not feel comfortable with posting things in this open forum that go as far as this particular bath interaction does, so please PM me if you are interested in assisting. Brutal, honest feedback is welcome, but don't ask if you have found RE makes you uncomfortable. By the time the mod is in alpha, we will have a way of making sure you don't have to read it if you don't want to, but in its current state I can't shield stuff.]
  6. So, the idea was to get detailed, and see what happened in WeiDU with two ideas that have been coded into Aran. 1. - is it really really true that WeiDU does not care if you code things like this: IF ~~ a101 SAY ~[ARAN] Well, I have seen precious little o' th' Tel' Quessirim, truth be told. Those ears be a right interestin' sight on a lad. No harm meant, eh?~ IF ~~ THEN EXIT END or this, run all into a single line: IF ~~ a101 SAY ~[ARAN] Well, I have seen precious little o' th' Tel' Quessirim, truth be told. Those ears be a right interestin' sight on a lad. No harm meant, eh?~ IF ~~ THEN EXIT END (We know the answer to this - WeiDU does not care, but the human does. Nothing harder to troubleshoot than unindented stuff. If there is not a decent pattern, then you can't catch the silly things, like a missing tilde, or an IF ~~ THEN EXIT with no END. We are just having some fun with this as a control). So, first off, we create a folder called test1 in the BG2 directory. NOT THAT ONE!!!!! Nope, not the clean, nice, pristine, untouched one you have on your main hard drive. Trust me. Bad idea. Copy the whole BG2 clean version onto another drive, remap the baldur.ini in your copied one to your new one in the nice folder X:\TESTING\BG2, because you might want to get fancy someday and do things like edit creatures, or build macros that are supposed to manipulate values, or something fancier than what we are doing today. And when you do that, you will need to compare the original game structures to the modded ones, so that even before you test in-game, you can see if it is doing basically what you want, or have you accidentally done something like edit every single item in the game to have an extra couple of bytes, thus corrupting everything... believe, or suffer the consequences. I certainly hope you believe, because if you think it is tough to troubleshoot your installation now, just wait until you have been playing around trying to learn modding, and forget to uninstall a test - or worse. OK, on the testing install, I have that folder, and now I grab a copy of another mod's setup-mymod.exe (or just a regular old weidu.exe from its package), and name it setup-test1.exe. I whip up a quick .tp2 (unless I have a test one already created and are just editing it, like I do): setup-test1.tp2 BACKUP ~test1/BACKUP~ AUTHOR ~Me.~ VERSION ~v1~ BEGIN ~Check Dialog format~ COMPILE ~test1/test1.d~ And I grab the dialog thought I want to play with, and toss it in the folder with the .tp2: test1.d BEGIN ~test1~ APPEND ~test1~ IF ~Global("test1","GLOBAL",1)~ THEN BEGIN a100 SAY ~[ARAN] What a blighted great place to be fightin' for our lives at every turn. So do you come here often? How's the food? Know any available converts o' Sune? You thinkin' o' convertin'?~ IF ~!Kit(Player1,NMSUNE)~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT IF ~Kit(Player1,NMSUNE)~ THEN GOTO a101 END IF ~NumTimesTalkedTo(0)~ THEN BEGIN a105 SAY ~[ARAN] Yup, a stupid test~ ++ ~[PC] heya, 101~ + a101 ++ ~[PC] heya, 102~ + a102 ++ ~[PC] heya, 103~ + a103 ++ ~[PC] heya, 104~ + a104 END IF ~~ a101 SAY ~[ARAN] Well, I have seen precious little o' th' Tel' Quessirim, truth be told. Those ears be a right interestin' sight on a lad. No harm meant, eh?~ IF ~~ THEN EXIT END /* c-aranpidhum */ IF ~~ a102 SAY ~[ARAN] No, naught but tryin' to figure out if you be a native Chondathan, Luskan, or mayhap Rashemi speaker. Must be all that book learnin'. I just can't bloody well place your accent, is all.~ IF ~~ THEN EXIT END /* c-aranpiddwarf */ IF ~~ a103 SAY ~[ARAN] Nothin' wrong. Just tryin' not to trip over your short little sorry arse, eh?~ IF ~~ THEN EXIT END /* c-aranpidorc */ IF ~~ a104 SAY ~[ARAN] Just tryin' to figure out how to avoid tellin' you that you be the ugliest son o' a bitch I ever did lay eyes on. No harm meant, o' course.~ IF ~~ THEN EXIT END END and double-click the file setup-test1.exe. Now, I have weidu showing me a command box, and before I go further, I want to make sure I get all the data I can. In Windows (I am using Win7 pro x64, but it is all variations on a theme), I right click on the top bar of the command prompt (command box, terminal, whatever you want to call it), and I change the properties. First, I set the screen buffer size to something appropriate for my screen resolution. Since I work at 1280 x 1024, it ends up being something huge, like width = 150, height = 300. I make the window size width = 150 and height = 60. And most of all, I toggle options, and put a buffer size of 500, 4 buffers, QuickEdit mode, and Insert mode. Now, the command box will save lots of cool information - and I can cut and paste out of it. It looks pretty silly right now, but on troubleshooting a big install, I have a big wide net cast to discover troubles, and I can either screenshot or copy/paste the errors for forum posting, to bug and annoy share with friendly fellow modders. OK, now I go ahead and press i, installing the mod. Success! If there wasn't, I could do that snipping tool, giving you a cute picture of a black box with text, or just copy the contents and post here, like this: OK, now we have our answers to both questions. It installs, allowing single-line code, and if Divine Remix is not installed before Aran is installed, there will be some parse warnings that show up in the black box and will lead to people checking in and reporting this as an error. Useful information. Side Note: what we just found out was that weidu will allow an install to happen, and will show a successful install in the DEBUG. It will not throw a "Installed with Warnings", or fail outright. In other words, it found the correct structures, and did not choke/scream bloody murder/spit up on us. WE HAVE NOT FOUND OUT IF IT WORKS. WeiDU was designed by trial and error, and is rebuilt and maintained by serious moddarz, not folks who have 14 safety nets for every conceivable situation and way in which the average idiot like me will throw weidu's way. If you tell it politely to do something that sounds reasonable, using the correct language, and in the correct form, it will do it. But, as we are about to find out, what a modder *thinks* they want and what the game engine *actually* wants is not always... err... make that almost never... the same thing. SO, Now we check the files. Lots of ways of doing this, but since many folks starting out do not actually use weidu to look at dialog, let's use DLTCEP and go through the process. (Heh. That is a little joke, because when you are using DLTCEP, you are using a cool, powerful, hardworking tool that acts as a front-end GUI for weidu. It does other stuff, but in this instance, we are just letting DLTCEP form the weidu commands). First off, we point DLTCEP to our new test install, because if you leave it where it is, you will keep going back to the same original installation over and over, scratching your head, trying to figure out why the mod *says* it is installed, but DLTCEP just can't seem to find TEST1.DLG... That's always fun. Now, I choose the EDIT > DLG > Load Dialog, and find TEST1. Yup, it is there, and looks good. But I want to see it all laid out nicely like when I wrote it, instead of hunting down triggers and actions and text strings, all jumbled up - so I do FILE > Export WeiDU. Now I toddle over to my testing directory> script compiler > decompiled, and voila - a TEST1.D is all ready for me. Let's see what it looks like, opened up in Notepad++: OK. Now, there is something interesting to investigate next, another day, by either asking on the forums or trying it out in game. If we look at the decompiled dialog reply states, we has set up the logic "If the player has the kit NMSUNE, then go in this direction. If the player does not have the kit NMSUNE, then go in another direction." But with no entry for NMSUNE, because DR is not installed, the script now says "If the player has the kit 0, then go in this direction. If the player does not have the kit 0, then go in another direction." Before we experiment, of course, we can research. What is Kit=0? IESDP, http://iesdp.gibberl...ids/bg2/kit.htm, and we find... nothing. Nothing matching 0 in the old, incorrect .ids, nothiing in the new one... are we safe? Maybe. But logic tells us we might just have a problem. Because what that lovely piece of code is saying is IF NOT no_kit IF no_kit and there is no entry no_kit (and even un-kitted folks have 0x4000 TRUECLASS as their "kit") - I think we will have a dreaded NVROL "No Valid Replies Or Links" popping up. Lots of ways to solve this, by the way - everything from requiring Divine Remix to be installed before Aran [bad idea to create unneeded dependencies, so not my idea of a good solution] to rejiggering the dialog code to allow a valid link that allows folks who want to play without DR installed, by simply making that ~!Kit(Player1,0)~ into a very simple default condition always available, by using IF ~~ THEN REPLY or its shortcut ++.
  7. WARNING. This thread contains swearing, poor depiction of prurient actions, reference to anatomy, and even a bawdy song. Do not read this thread if any of that offends you. You can also skip it is derivitave writing, poor spelling, and a high number of typos offends you, but I would much rather have you help me root those things out than skip the whole thing Underdark. A Pain in a Modder's Bottom. The entire Chaper 5 sequence is hard to work out. A player could be right there at very low level having raced for Imoen in Spellhold, they could be at very high level and 99% finished a romance (or two), and there is the whole "hey, how do I account for the Drow appearance being on, off, or ignored?". Then there is the lovely idea that some players will want to flirt and talk, but most normal denizens of Faerun see Underdark as a place of hell on earth, so to speak. Drow and Koa Toa and other strange beasties are the stuff of nightmares, and this is their home. Not many people say "Hey, all this danger and rot around us is kind of exciting - let's get it on!", unless they are about to become Slasher Victim #217, Second Class, Screaming, Death By Chainsaw. Or perhaps Girl Who Shows Bra And Therefore Dies In A Fountain Of Blood™. There are lots of ways of dealing with this, from NPCs that are specifically Underdark - Only, to the Flirtpack's single response "Not now honey, that mushroom over there is looking at us and trying to figure out how to kill us", to Edwin's Flirts which embrace the Drow appearence and script it with CODE + ~G("EdwinRomanceActive", 2) G("PlayerLooksLikeDrow", 1) Global("ERDrow", "LOCALS", 0)~ + ~Ask Edwin how he likes being a Drow.~ DO ~SetGlobal("ERDrow", "LOCALS", 1) ActionOverride(Player1, SetDialog("ERPlayer"))~ + Drow1 So, let's play around with Aran and his reactions to Underdark. On the one hand, if it is a female <CHARNAME> and she says "come here, big boy", he is going to want to grab her and make lots of little <CHARNAME>s, or at least try to. On the other hand, she currently looks like a Drow. And like any decent Faerunian human, the only good Drow in existence is drizzt, and most folks think he is just a myth, or a lie - without a disguse, he can't walk more than a few paces without being accosted - at least in most of the early books. And if <CHARNAME> is a dude, the flirts are left out, and things become easier - a disguise is a disguise. But there needs to be some kind of reaction because when your best bud looks like the enemy and is in enemy uniform, it is dark, smoky, and spooky, lit occasionally by phosphorus glow, etc... can you say "friendly fire"? So, a stab at building some interesting stuff into the Underdark. By now, most of the dialog code should be easy to read, after all the walkthroughs - nothing particularly new or interesting code-wise here, other than playing with some LOCALS and an occasional fun jaunt into hijack-states-land. We can save the Friendship Talks specific to Underdark for another day. here is the second or third pass at the PID (including Underdark-specific flirts).
  8. ToB has some (small) flaws - not many spots a war-weary party has for real interjection, and where there is, it can be a tough road for a player who has played the whole Saga. At this point in the series, I feel like just getting the whole playthrough done, and I suspect without Wheels of Prophecy having been written I would have never played ToB to completion again. But, Aran is around for the long haul, and others might feel differently, so a first pass at these. For the most part, the tougher the going gets, the more silent he will be. After all, this is not likely to end positively from his point of view, no matter what - by now, he is post-post-post traumatic stress syndrome, never quite believing he is anything but an ordinary soldier, and his best friend/gf/leader gets more incomprehensibly powerful each day. So finding spots for him to naturally have something to say other than "Kill that? Aye. I can do that." Notes for coders: the PID in SoA and ToB content holds a toggled "on-off" switch, for folks who find his chatter a painful experience. I have slimmed down the interjections for ToB into 6 points for the "silent" crowd. A second consideration is the use of conditions changing the interjection if the PC's alignment ios MASK_EVIL or !MASK_EVIL, and there are a few examples of interjecting into several states but using the samestatename, so that only one of the interjections fires per game, regardless of which section of the dialog tree is taken (a ploy to allow Aran multiple shots at being in-partyto interject, but not have him comment on the same thing over and over). /* ToB Interjections and commentary */ I_C_T ~HGNYA01~ 2 c-arannyalee /* Why, the Nyalee is I! The Witch of the Glade, I is called, and for good reason, it is! But questions...you have so many questions, know I! */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] A witch? Will she turn me into a newt?~ END I_C_T ~HGNYA01~ 3 c-arannyalee /* Nyalee survives very well, she does, and Nyalee is I! The Witch of the Glade, they calls me, hee hee! But so many questions you have! */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Just one. Why in th' nine hells are all you witches messed up in th' head?~ END I_C_T ~HGNYA01~ 4 c-arannyalee /* You should know, spawn-child, you should know! Nyalee served the dead master, once, and Nyalee is I! Hee hee! But so many questions you have, questions questions! */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Nyalee is I - nope, accordin' to <charname>, here, that should be 'I am Nyalee'. See, I done listened to all that teachin' you keep pushin' on me.~ END I_C_T ~HGNYA01~ 5 c-arannyalee /* Tricks, yes! Nyalee knows many tricks! Witch of the Glade, they calls me, for many good reasons. Hee hee! But so many questions you have! */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Somehow, I doubt there be any good in those reasons, eh, on account o' th' whole servin' evil thing.~ END I_C_T2 ~SARBOY01~ 1 c-aransboy /* Gromnir has a big army. When I grow up I want a big army. */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Don't we all, boyo, don't we all. It would come in right handy for us right now.~ END /* plays even with silence set */ I_C_T ~SARKIS01~ 7 c-arankisconf /* My utilization of complex locution is more a reflection of my own superincumbent mental acuity than an aspersion on your circumscribed lexicon. */ == ~c-arn25j~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Chauntea's Basket - what in th' nine hells did he just say?~ END /* plays even with silence set */ I_C_T ~SARWAI01~ 1 c-aranwgg /* I wish someone would stand up to them... but everyone's afraid of Gromnir. *sniff* I guess I'll just have to put up with it. */ == ~c-arn25j~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) !Alignment(Player1,MASK_EVIL)~ THEN ~[ARAN] Torm's Breath! There be limits to havin' fun wi' th' help. Mayhap we see how they like a little o turnabout, eh?~ END /* plays even with silence set */ I_C_T ~SARWAI01~ 1 c-aranwgg /* I wish someone would stand up to them... but everyone's afraid of Gromnir. *sniff* I guess I'll just have to put up with it. */ == ~c-arn25j~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Alignment(Player1,MASK_EVIL)~ THEN ~[ARAN] Torm's Breath! I know, I know, might makes right. I'll shut my mouth an' go stand in th' corner like a good little sellsword.~ END I_C_T ~YAGCON~ 12 c-aranyagcon12 /* No need for passbacks - ~I wanted to become part of his unstoppable war machine, to revel in the slaughter, to have my blade drip with the blood of all those Yaga Shura crushed beneath his mighty boot! ~ */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Bloody hells, girl, you be in serious need o' a drink. You seem to have a mite too much energy. Make that several drinks, eh?~ END I_C_T ~YAGCON~ 18 c-aranyagcon18 /* No need for passbacks - ~I have heard mention of a name from Yaga Shura's past - Nyalee, an old crone who lives in the marshes of the Mir Forests. She may know Yaga Shura's secrets.~ */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) !Alignment(Player1,MASK_EVIL)~ THEN ~[ARAN] Now if I had a trade bar for every evil creature what confided in an old crone in th' wilds, I'd be a rich man. Good thing you don't rightly need one, <charname>.~ END I_C_T ~YAGCON~ 18 c-aranyagcon18 /* No need for passbacks - ~I have heard mention of a name from Yaga Shura's past - Nyalee, an old crone who lives in the marshes of the Mir Forests. She may know Yaga Shura's secrets.~ */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Alignment(Player1,MASK_EVIL)~ THEN ~[ARAN] Now if I had a trade bar for every evil creature what did that, I'd be a rich man. Speakin' o' that, where be your old crone confidant, <charname>?~ END I_C_T ~SARMEL01~ 49 c-aranmelis49 /* I can show you where that glade is... but it is only speculation. The key to the giant's invulnerability might lay there, but it might not. There may be nothing there at all. */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Given our bloody luck, there'd be a might more'n nothin'. More like a whole pile o' trouble.~ == ~SARMEL01~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[MELISSAN] I wish that I had a better answer for you.~ END I_C_T ~SARMEL01~ 16 c-aranmelis16 /* But Gromnir is mad. He has barricaded himself in the castle throne room, and his troops run amok through the town with no regard for the lives and rights of the citizens of Saradush. */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Been there, eh? Not a pretty sight. No control, an' a bit o trouble spirals into murder, rape, an' worse.~ == ~SARMEL01~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[MELISSAN] You say that like there could be worse.~ END I_C_T ~SARMEL01~ 80 c-aranmelis80 /* He runs a monastic order in a remote village in the Calim Desert...it will serve to both hide you from retribution as well as serve as a base from which you can attack the enclaves of Abazigal and Sendai. */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Monks. Well, I done fought alongside some. Might be a base o' operations after all.~ END /* plays even with silence set */ I_C_T ~SENDAI~ 15 c-aransendai15 /* NO! NO! My Bhaal essence is ripped from my very soul! Damn you! But I may yet rob you of the glory of your victory. */ == ~c-arn25j~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Th' only good Drow be a dead Drow, eh? Kiss Shar's arse for me.~ == ~SENDAI~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[sENDAI] I spit on you.~ END I_C_T ~BAZEYE01~ 0 /* You there! Intruder type! Why do you pester Lord Abazigal's most favored servant? */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Every time we turn around, there be another layer o' servants. I gotta get me some o' them. Spruce a place up, they do.~ END I_C_T ~BALTH~ 22 c-aranbalth22 /* My plan is much more altruistic. I have vowed to exterminate all of Bhaal's children, forever wiping the Realms clean of his tainted existence. You have merely helped me in my goal. */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Bloody hells. Either you be mad, or you be th' most driven individual I done met.~ END /* plays even with silence set */ I_C_T2 ~BOTSMITH~ 152 c-arancenspy /* Ummm... Cespenar only serve the great one. You'se nice, maybe, but you'se still a nobody. */ == ~c-arn25j~ IF ~Name("c-aran",LastTalkedToBy) !Global("c-aranrom","GLOBAL",2) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] You bloody well sound like that lass I was seein' in Calimport.~ END /* plays even with silence set */ I_C_T2 ~BOTSMITH~ 152 c-arancenspy /* Ummm... Cespenar only serve the great one. You'se nice, maybe, but you'se still a nobody. */ == ~c-arn25j~ IF ~Name("c-aran",LastTalkedToBy) Global("c-aranrom","GLOBAL",2) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] You bloody well sound like that lass I was seein' in Calimport. Err... that was a mite o' time before I met you, <charname>.~ END /* plays even with silence set */ I_C_T ~SENBEH01~ 10 c-aranbeholder10 /* Well, yes. Can't say I cared overmuch for that, although you *did* release me from one of the most boring tasks in Creation. Can't keep a good beholder down, I guess, eh? Heh heh. */ == ~c-arn25j~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Cyric's Balls. Never did see th' day when one o' you one-eyed wonders was a right good sort.~ == ~SENBEH01~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[FUNBEHOLDER] Don't let it get around. I have a long memory, and a great work ethic. Wouldn't want to have to hunt you down, you know.~ END I_C_T ~SARELF01~ 2 /* We have nowhere to stay... we have no choice but to wander the streets. I fear we will soon run afoul of Gromnir's men once more. */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] My mother always told me never miss a good chance to shut up... but then again I'm not rightly one to follow advice. I hate to leave folks to fate, but we don't have enough supplies to run a refuge, eh?~ == ~SARELF01~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ELFLEADER] We would not ask such a thing.~ END /* plays even with silence set */ I_C_T ~SARTHF2~ 0 /* What do you want? You think you can hassle me just because I'm a kid? */ == ~c-arn25j~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] You got quick eyes, an' big ears, eh? Might be you could profit by usin' em instead o' that smart mouth.~ If I have missed a spot, please let me know - so far, I just can't see him playing flippant through the endgame/Mellisan stuff, the way he does with Irenicus' final battle.</charname></charname></charname></charname>
  9. Nix has created Aran's first portrait set, for which I am very grateful! Option #1: aransportraits.rar
  10. In the interests of keeping myself moving towards actual completion, I am tossing this up even though it is not complete. I just had very little time to give to the project; in order to push, i need to post whatever is done even close to reasonably up. So, for feedback and error correction, here goes: Aran or Zelda: The Return of the Text Adventure? OK, don't do this. Really. The idea was to build a really cool little text adventure entry, a moonlit swordfight, following the advice of the ladies at P&T. Then I got the idea that swordfights can be done by foil or by language. An oddity of construction - I started this as a sketch, then followed berelinde's advice on using squentially numbered states to make sure no stitch gets dropped. This means the original final state is now actually state 50 out of X, so the basic plans flow in an odd net around the final exits - and some additional exits are tucked close to the end. On the good side, it has lots of possibilities from the player choice standpoint. There is just about everything tossed in there save perhaps Stat-checked opposed roll responses (I realized it was getting way, way too big without adding that complexity). On the bad side, it is a game-within-a-game, and most folks are not into huge long clickfest text adventures popping up in their game. On the worst side of all, it does rely on stage direction - (He whips his sword up to his lips in salutation.). There is a whole thread on why this is Bad™ at PPG, and the primary reason behind Bri and Lord Ernie's text rebuilt of Tashia seems to be the updating of the original text away from these "action" style dialogs - in fact, the only place these are really considered ok is within flirts. But for now, frankly, cutscenes suck for this kind of thing, and I am not a good enough writer to make the scenes pop into people's heads with just the soundtrack, and no visual. It is probably because the engine was never, ever designed for this kind of thing. C'est la vie, non? Oui. So, here goes a massively overdone Text Adventure, called "Sparring". I do not expect the male bonding version to be as elaborate - the male version vould be done in all action, with a few grunts, and The Brotherhood would be cool with it. But for the budding romance-novelist reader, this might ticle your fancy. /* Romance interlude: Sparring Challenge */ /* StoryTelling through Interactive Text Adventure */ /* Begin Sparring, romance version */ IF ~Global("c-aransparslt","GLOBAL",1)~ THEN BEGIN c-asparlt SAY ~[ARAN] You be a mite late, there, <CHARNAME>. I was just about to turn in, eh?~ ++ ~[PC] Do you always spar with your shirt off?~ + c-asparlt1 ++ ~[PC] Judging from the sheen of sweat on your chest, it looks like you have been working hard. Do you want to postpone this?~ + c-asparlt2 ++ ~[PC] Think of it as early for tomorrow. The moon is still up, and I am here now.~ + c-asparlt3 ++ ~[PC] I think I would rather not spar tonight, Aran. I am going to turn in.~ + c-asparlt5 ++ ~[PC] You are a little slow, aren't you. When I said 'spar', I was thinking of more amorous pursuits.~ + c-asparlt6 END IF ~~ c-asparlt1 SAY ~[ARAN] Well, now, sometimes I do, sometimes no. But I don't think I'll be askin' you to do the same. That blouse looks right pretty, it does. Especially as I can see right through it in this moonlight.~ ++ ~[PC] (Quickly pull your jerkin closer around you.) Are you going to gawk, or are you going to fight?~ + c-asparlt7 ++ ~[PC] (Cross over in front of him.) All part of my plan to distract you and win, of course.~ + c-asparlt7 ++ ~[PC] (Loosen your blouse, allowing the silk to billow gently in the night breeze.) I simply need the freedom to move. A gentleman would not look so closely.~ + c-asparlt7 ++ ~[PC] You are being silly again, Aran. Stop joking around. You can see very well that I am still in my armor.~ + c-asparlt10 ++ ~[PC] (blush) Aran, I... I... ~ + c-asparlt11 END IF ~~ c-asparlt2 SAY ~[ARAN] No, no... I was stretchin' out, is all. I don't rightly suppose I should ask you to match me, eh? Well, no matter... ~ + ~Class(Player1,MAGE_ALL)~ + ~[PC] Any decent mage will tell you that a good, well tailored robe is the first line of defense. I think you should stop talking and start sparring, Aran.~ + c-asparlt4 + ~Class(Player1,FIGHTER_ALL)~ + ~[PC] Warcries, distracting sounds, blabbering on about my beauty, all valid combat tactics, Aran. But really, aren't we both a little to seasoned for such distractions? Put your sword to use instead of your tongue.~ + c-asparlt4 + ~Class(Player1,THIEF_ALL)~ + ~[PC] In my profession, it is important to learn when to hide one's assets, and when to display them. Less talk and much more action, please.~ + c-asparlt4 + ~Class(Player1,CLERIC_ALL) Alignment(Player1,MASK_GOOD)~ + ~[PC] I think you should stop talking and start fighting, Aran. Good intentions pale in comparison with actions.~ + c-asparlt4 + ~Class(Player1,CLERIC_ALL) Alignment(Player1,MASK_EVIL)~ + ~[PC] I think you should stop talking and start fighting, Aran. The gods prefer actions over platitudes. Besides, you need to be taught your place.~ + c-asparlt4 + ~Class(Player1,CLERIC_ALL) !Alignment(Player1,MASK_GOOD) !Alignment(Player1,MASK_EVIL)~ + ~[PC] I think you should stop talking and start fighting, Aran. I shall endeavor to show you the essense of spiritual focus, or at least give you a good drubbing.~ + c-asparlt4 + ~Class(Player1,PALADIN_ALL)~ + ~[PC] A good spar to clear the head and focus the mind. Come, now, Aran. Let us have a clean fight.~ + c-asparlt4 + ~Class(Player1,SORCERER)~ + ~[PC] Somehow I think it might be fun to try a good old-fashioned swordfight. I will try to avoid melting your blade, or setting your trousers on fire.~ + c-asparlt4 + ~Class(Player1,MONK)~ + ~[PC] Hand to hand is more my forte, but perhaps this will be interesting. I will spar with you.~ + c-asparlt4 + ~Class(Player1,BARD_ALL)~ + ~[PC] I should be asking to spar musically, or perhaps with poetry, Aran, but I am afraid I have heard your singing. I think you should stop talking and start fighting.~ + c-asparlt4 ++ ~[PC] I think I will keep my top on, thank you.~ + c-asparlt4 ++ ~[PC] I think I would rather not spar tonight, Aran. I am going to turn in.~ + c-asparlt5 ++ ~[PC] You could ask. But my answer would be no. Besides, that is a highly unromantic suggestion.~ + c-asparlt6 END IF ~~ c-asparlt3 SAY ~[ARAN] That you be. An' in th' moonlight, I don't know what be prettier... you, or a full contract tight-bound.~ ++ ~[PC] Are you comparing me to a bundle of dried, ink-covered sheepskin?~ + c-asparlt12 ++ ~[PC] Me. I am prettier. See? (Spin slowly, raising your arms).~ + c-asparlt13 // 4th wall, Buckaroo Bonsai - http://www.imdb.com/title/tt0086856/ - , but it fits too well not to use ++ ~[PC] Laugh all you want, monkey boy. I have come to show you your inadequacies!~ + c-asparlt4 ++ ~[PC] Talk is cheap. Show me you can fight.~ + c-asparlt4 ++ ~[PC] Talk is cheap. (Punch him hard in the gut.)~ + c-asparlt18 ++ ~[PC] You do not seem to get the idea. I am interested in friendship, nothing more. Are we going to spar, or talk?~ + c-asparlt4 END IF ~~ c-asparlt4 SAY ~[ARAN] Aye, then. Here, catch.~ ++ ~[PC] (Catch rapier by the hilt and place it to your lips, saluting him.)~ + c-asparlt9 ++ ~[PC] (Catch rapier and extend it away and to your left, ready to fight.)~ + c-asparlt9 ++ ~[PC] (Catch rapier and instantly lunge forward with a direct thrust.)~ + c-asparlt33 ++ ~[PC] (Barely catch rapier, fumbling with it.) How do you work this thing, anyways?~ + c-asparlt14 ++ ~[PC] (Clumsily catch rapier, gouging your finger on part of the hilt.) Oh!~ + c-asparlt25 END IF ~~ c-asparlt5 SAY ~[ARAN] Aye, then, that be fine. Do you want anythin' else?~ ++ ~[PC] Now what might I want when I am headed for my bedroll?~ + c-asparlt22 ++ ~[PC] No, I am fine. Have a good night, Aran.~ + c-asparlt52 ++ ~[PC] Well, there are still some cooking pots you have not cleaned, and there is firewood to gather.~ + c-asparlt23 ++ ~[PC] I want... I... I do not know what I want.~ + c-asparlt22 END IF ~~ c-asparlt6 SAY ~[ARAN] Now, what could be more amorous than to be swordfightin' in th' moonlight? Where be your sense o' romance, o' foreplay, o' gettin' all hot an' bothered?~ ++ ~[PC] The whole idea turns me off completely. I think I will just go to bed.~ + c-asparlt23 ++ ~[PC] No, I am fine with avoiding complications. Have a good night, Aran.~ + c-asparlt52 ++ ~[PC] You do not seem to get the idea. I am interested in friendship, nothing more. Are we going to spar, or talk?~ + c-asparlt4 ++ ~[PC] You have a point. But I think I am ready for that match, now.~ + c-asparlt4 ++ ~[PC] I can think of many more romantic notions, Aran. Do you think fighting is the way into my heart?~ + c-asparlt80 END IF ~~ c-asparlt7 SAY ~[ARAN] Now then, I don't rightly have th' practice equipment for Waterdeep Twin Swords style, just starlight... err. Just *straight* practice foils for duellin' wi' out harm.~ ++ ~[PC] 'starlight'?~ + c-asparlt8 ++ ~[PC] That will do just fine.~ + c-asparlt4 ++ ~[PC] Cut the clumsy attempts at seduction, sellsword. Save it for your tavern slatterns.~ + c-asparlt8 ++ ~[PC] Wait a minute. You have not finished all your chores. There are still some cooking pots you have not cleaned, and there is firewood to gather.~ + c-asparlt23 END IF ~~ c-asparlt8 SAY ~[ARAN] Must be somethin' wrong wi' me. Sorry. Caught sight o' your eyes, an' got distracted. Won't happen again. Here, let's get goin', eh - en garde!~ ++ ~[PC] (Circle around to his left.)~ + c-asparlt30 ++ ~[PC] (Wait patiently, watching him closely.)~ + c-asparlt31 ++ ~[PC] (Stand very still, motionless in the moonlight.)~ + c-asparlt32 ++ ~[PC] (Thrust savagely.)~ + c-asparlt33 ++ ~[PC] (Kick hard towards his knee.)~ + c-asparlt35 END IF ~~ c-asparlt9 SAY ~[ARAN] Here, let's get goin', eh - en garde!~ ++ ~[PC] (Circle around to his left.)~ + c-asparlt30 ++ ~[PC] (Wait patiently, watching him closely.)~ + c-asparlt31 ++ ~[PC] (Stand very still, motionless in the moonlight.)~ + c-asparlt32 ++ ~[PC] (Thrust savagely.)~ + c-asparlt33 ++ ~[PC] (Kick hard towards his knee.)~ + c-asparlt35 END IF ~~ c-asparlt10 SAY ~[ARAN] Well, a man can have imagination, can't he? I was just hopin' to get you out of all that armor, is all.~ ++ ~[PC] (Unstrap your armor, dropping it where it falls, advancing towards him.) If you insist. We will see if your swordplay matches your bold words.~ + c-asparlt13 ++ ~[PC] Less talk, boyo. Toss me a weapon, and let's see how this all works out.~ + c-asparlt13 ++ ~[PC] Nice try. I shall retain my modesty, thank you. And stop flexing your chest like that, it is distracting.~ + c-asparlt13 ++ ~[PC] Stop thinking with the wrong sword. I believe the phrase is 'en garde'?~ + c-asparlt4 ++ ~[PC] You do not seem to get the idea. I am interested in friendship, nothing more. Are we going to spar, or talk?~ + c-asparlt4 ++ ~[PC] Stop, please... you are embarassing me...~ + c-asparlt12 END IF ~~ c-asparlt11 SAY ~[ARAN] Sune's Delight, <CHARNAME>, I be right sorry. Here, have a jerkin to cover up. I didn't mean to upset you. You just can tear a man's heart right out wi' your beauty, is all.~ ++ ~[PC] I am not beautiful.~ + c-asparlt19 ++ ~[PC] I know.~ + c-asparlt4 ++ ~[PC] Shall we spar?~ + c-asparlt4 ++ ~[PC] Are you going to teach me how to spar?~ + c-asparlt14 ++ ~[PC] You say such strange things sometimes.~ + c-asparlt4 END IF ~~ c-asparlt12 SAY ~[ARAN] Hey, now, that came out all wrong, that did! Though your skin be as beautiful as a blank sheet o' vellum, ready for new scribin'.~ ++ ~[PC] Why, thank you. And your compliments are as smooth as a crumpled dishrag.~ + c-asparlt4 ++ ~[PC] You can save the feeble attempts at compliments. Throw me a foil, and let's spar.~ + c-asparlt4 ++ ~[PC] My dearest Aran, you have so much to learn about women. Perhaps a sound thrashing will help.~ + c-asparlt4 ++ ~[PC] I am not beautiful.~ + c-asparlt19 ++ ~[PC] Actually, could you show me how to hold a foil? I never really learned...~ + c-asparlt14 ++ ~[PC] You keep talking like I am interested in you. I am interested in friendship, nothing more. Are we going to spar, or talk?~ + c-asparlt4 END IF ~~ c-asparlt13 SAY ~[ARAN] I do believe you, there. No contest - you look right pretty, you do. An' there's somethin' about moonlight or starlight what sets you off right dangerously, it does.~ ++ ~[PC] Laugh all you want, monkey boy. I have come to show you your inadequacies!~ + c-asparlt4 ++ ~[PC] Talk is cheap. Show me you can fight.~ + c-asparlt4 ++ ~[PC] Talk is cheap. (Punch him hard in the gut.)~ + c-asparlt18 ++ ~[PC] That is quite poetic, Sir Aran. When did you begin studying courtship and chivalry?~ + c-asparlt8 ++ ~[PC] Actually, Aran, I have never fenced before. Do you think you could teach me?~ + c-asparlt14 END IF ~~ c-asparlt14 SAY ~[ARAN] Aye, it would be a pleasure to teach you. Here, hold it like this...~ ++ ~[PC] Just like this? (Move into his arms, awkwardly holding the foil at arms length.)~ + c-asparlt15 ++ ~[PC] Just like this? (Move into his arms, nestling back into his chest.)~ + c-asparlt15 ++ ~[PC] Just like this? (Nervously stand in front of him, holding the foil down.)~ + c-asparlt17 ++ ~[PC] Just like this? (Smile sweetly at him, and punch him hard in the gut.)~ + c-asparlt18 ++ ~[PC] HEY. Hands off, Aran. I am interested in friendship, nothing more. Are we going to spar, or are you going to keep making passes at me?~ + c-asparlt4 END IF ~~ c-asparlt15 SAY ~[ARAN] Aye. Only you need to hold your wrist like this... an' your waist, it be better here... sorry, didn't rightly mean to touch you there... now gentle-like, lean in like this...~ ++ ~[PC] (Rest your head back on his shoulder, falling into a slow dance of movements.)~ + c-asparlt6 ++ ~[PC] That will do. I can take it from here - let's spar.~ + c-asparlt4 ++ ~[PC] It would be very nice, except your hands keep wandering. I am interested in friendship, nothing more. Are we going to spar, or talk?~ + c-asparlt4 ++ ~[PC] (Rest your head back on his shoulder, nuzzling his neck.)~ + c-asparlt56 ++ ~[PC] I think I would rather not spar tonight, Aran. I am going to turn in.~ + c-asparlt5 END IF ~~ c-asparlt16 SAY ~[ARAN] There you go. Nothin' to it. You dance right fine, an' duelin's just like dancin', only with a point, eh? I mean, a point system. I guess there be a point to dancin', too.~ ++ ~[PC] (Lean your head back onto his shoulder and offer your lips to him.)~ + c-asparlt56 ++ ~[PC] That will do. I can take it from here - let's spar.~ + c-asparlt4 ++ ~[PC] Enough. Interesting approach, but I have had enough of it. But I do think there are some things you can do for me. Let's see... there are still some cooking pots you have not cleaned, and there is firewood to gather.~ + c-asparlt23 END IF ~~ c-asparlt17 SAY ~[ARAN] Well, no. You don't have no shield, so you want to get a good profile, an' make as small a target as possible.~ ++ ~[PC] Is that what you are staring at? My 'profile'?~ + c-asparlt86 ++ ~[PC] I think I am ready to try this out.~ + c-asparlt9 ++ ~[PC] Show me what you have, boyo. Is your blade as fast as your tongue?~ + c-asparlt79 END IF ~~ c-asparlt18 SAY ~[ARAN] *gasp* What in th' nine hells was that?~ ++ ~[PC] Weakness. You let your guard down, Aran, and I was right there to take advantage. Are we going to spar?~ + c-asparlt4 ++ ~[PC] Fun. Here, let me do it again...~ + c-asparlt60 ++ ~[PC] A warning. I came here to fight, not talk.~ + c-asparlt4 ++ ~[PC] I do not know. You confuse me so much that sometimes, I just feel like I have to hit you or I will explode. Throw me a foil.~ + c-asparlt4 END IF ~~ c-asparlt19 SAY ~[ARAN] (Aran catches your chin quickly, turning your face to his) To me, you are right beautiful. Hanali Celanil an' Sune are but pale comparisons, <CHARNAME>.~ ++ ~[PC] (Kiss him.)~ + c-asparlt56 ++ ~[PC] (Break away quickly.) Are we going to spar, or talk?~ + c-asparlt4 ++ ~[PC] (Look him directly in the eyes.) Big words. But a real man would not talk. He would take what he wants.~ + c-asparlt74 ++ ~[PC] (Look him directly in the eyes, and slam your fist into his gut.)~ + c-asparlt18 ++ ~[PC] And you, sir, are nearly as cute as you think you are. Nearly.~ + c-asparlt20 END IF ~~ c-asparlt20 SAY ~[ARAN] Well, I do thank you, I think. Now, do you want to spar, or not, eh?~ ++ ~[PC] No, I am fine. Have a good night, Aran.~ + c-asparlt52 ++ ~[PC] Well, there are still some cooking pots you have not cleaned, and there is firewood to gather.~ + c-asparlt23 ++ ~[PC] I want.. I ... I do not know what I want.~ + c-asparlt22 ++ ~[PC] Are you going to teach me how to spar?~ + c-asparlt4 END IF ~~ c-asparlt21 SAY ~[ARAN] Well, I do thank you for th' lesson, I think. Now, do you want to spar, or not, miss 'poisonous fanged viper'?~ ++ ~[PC] No, I am fine. Have a good night, Aran.~ + c-asparlt52 ++ ~[PC] Well, there are still some cooking pots you have not cleaned, and there is firewood to gather. You should go do that, instead. I doubt you could please me any other way.~ + c-asparlt23 ++ ~[PC] I want.. I ... I do not know what I want.~ + c-asparlt22 ++ ~[PC] Show me what you can do, Aran. Amuse me.~ + c-asparlt4 END IF ~~ c-asparlt22 SAY ~[ARAN] Perhaps a bit o' company?~ ++ ~[PC] No, no thank you. Look, this was a mistake. I am headed back to camp. Have a good night, Aran.~ + c-asparlt52 ++ ~[PC] On second thought, I think I might need some energy worked off. Why don't we spar.~ + c-asparlt4 ++ ~[PC] My, you just push your luck at every opportunity, don't you?~ + c-asparlt23 ++ ~[PC] No, thank you. But I do think there are some things you can do for me. Let's see... there are still some cooking pots you have not cleaned, and there is firewood to gather.~ + c-asparlt23 END IF ~~ c-asparlt23 SAY ~[ARAN] Melliki's Quick temper, I done just.. just.. oh, hells. Fine. Go to bed. I be gettin' on wi' th' chores, like a good little blighted boy. (Damn females, anyways. Th' bloody creatures never did have no sense, an' they are a right pain in th' left buttock, they are).~ ++ ~[PC] Good night, Aran.~ + c-asparlt52 ++ ~[PC] Did you say something?~ + c-asparlt54 ++ ~[PC] (Damned males, anyways... they never clean up after themselves, and never have the good sense to kiss a girl goodnight when she is practically throwing herself at them).~ + c-asparlt53 END IF ~~ c-asparlt24 SAY ~[ARAN] Bane's Blood, did I hurt you? Here, let me see that...~ ++ ~[PC] (Punch him hard in the gut.)~ + c-asparlt18 ++ ~[PC] Ow! You just broke one of my nails. I spent a long time getting them just the right length. And that is not easy while adventuring!~ + c-asparlt25 ++ ~[PC] That hurt. Perhaps giving you a sound thrashing will help ease the pain.~ + c-asparlt9 ++ ~[PC] Look, obviously I am not that proficient with this weapon. Perhaps you would teach me how to hold it?~ + c-asparlt14 END IF ~~ c-asparlt25 SAY ~[ARAN] Well, I'm right sorry, I am. I didn't mean to hurt you none. Is there somethin' I can do to make up for it?~ ++ ~[PC] Kiss it better. (Hold your hand out to him imperiously.)~ + c-asparlt26 ++ ~[PC] Look, obviously I am not that proficient with this weapon. Perhaps you would teach me how to hold it?~ + c-asparlt14 ++ ~[PC] Well, there are still some cooking pots you have not cleaned, and there is firewood to gather. I don't want to do any silly old sparring anyways. I'm going to bed.~ + c-asparlt23 ++ ~[PC] No, no... a minor annoyance. Prepare to be defeated.~ + c-asparlt9 END IF ~~ c-asparlt26 SAY ~[ARAN] (He gently takes you hand, and kisses each fingertip.)~ = ~[ARAN] Is that better?~ ++ ~[PC] Perhaps. But it hurts a little higher up.~ + c-asparlt27 ++ ~[PC] No, no... it is fine now. A minor annoyance. Prepare to be defeated.~ + c-asparlt9 ++ ~[PC] I bet you do that to everyone's fingers.~ + c-asparlt87 END IF ~~ c-asparlt27 SAY ~[ARAN] (He gently kisses the inside of your palm and carefully kisses each wrist.)~ = ~[ARAN] Is that better?~ ++ ~[PC] Perhaps. But it hurts a little higher up.~ + c-asparlt28 END IF ~~ c-asparlt28 SAY ~[ARAN] (He gently kisses his way up to your mouth, leaning in and savoring your lips.)~ = ~[ARAN] Is that better?~ ++ ~[PC] (Punch him hard in the gut.)~ + c-asparlt18 ++ ~[PC] Well, there are still some cooking pots you have not cleaned, and there is firewood to gather. I don't want to do any silly old sparring anyways. I'm going to bed.~ + c-asparlt23 ++ ~Yes, it is fine. Let's spar now!~ + c-asparlt9 ++ ~Yes, it is fine. But I think I want you to teach me how to hold this thing.~ + c-asparlt14 ++ ~[PC] Perhaps. But it now aches a little lower down...~ + c-asparlt29 END IF ~~ c-asparlt29 SAY ~[ARAN] Aye, now you be after sparrin' o' a different kind, I see. For that, I'd have to get rid o' some o' these obstacles...~ ++ ~[PC] (Open the front of your clothing carefully, avoiding eye contact.)~ + c-asparlt48 ++ ~[PC] (Tear your clothing from your shoulders, baring yourself in the moonlight.)~ + c-asparlt48 ++ ~[PC] I will not yield to you. But I will take what I want from you, right this moment.~ + c-asparlt48 ++ ~[PC] I think I have had enough excitement. I call this a draw. We will have to do this again sometime.~ + c-asparlt46 ++ ~[PC] But I think I am ready for that match, now. Toss me a foil, and we shall see if you can concentrate on the task at hand.~ + c-asparlt4 END IF ~~ c-asparlt30 SAY ~[ARAN] (His rapier dances forward, boring towards your left shoulder.)~ ++ ~[PC] (Guard closely, on the defensive, parrying each of his thrusts.) + c-asparlt36 ++ ~[PC] (Twist your wrist, deflecting his blow and flicking your blade towards his throat.)~ + c-asparlt38 ++ ~[PC] (Spin lightly, ducking under his whispering blade and coming up with a thrust from underneath.)~ + c-asparlt40 ++ ~[PC] (Step back quickly, then advance with a flurry of quick strokes.)~ + ####################### ++ ~[PC] (Thrust savagely past his guard.)~ + c-asparlt41 END /* Let's approximate circling eachother until someone moves... */ IF ~~ c-asparlt31 SAY ~[ARAN] (Soft moonlight falls across his face as he circles to the right, swordpoint towards you)~ + ~RandomNum(3,3)~ + ~[PC] (Wait patiently, watching him closely.)~ + c-asparlt31 + ~RandomNum(3,2)~ + ~[PC] (Wait patiently, watching him closely.)~ + c-asparlt32 + ~RandomNum(3,1)~ + ~[PC] (Wait patiently, watching him closely.)~ + c-asparlt36 ++ ~[PC] (Thrust savagely towards his left knee.)~ + c-asparlt33 ++ ~[PC] (Stand very still, motionless in the moonlight.)~ + c-asparlt32 ++ ~[PC] I thought that you were a fighter, Aran. What is the matter, are you afraid I am too delicate a flower to fight?~ + c-asparlt32 ++ ~[PC] I do not know about this, Aran. You look... you... I want to...~ + c-asparlt36 END IF ~~ c-asparlt32 SAY ~[ARAN] Well, now, do you need some instruction? I thought we was sparrin', not passin' th' time. Not that you don't make th' perfect picture, I must admit.~ ++ ~[PC] (Thrust savagely towards his right shoulder.)~ + c-asparlt43 ++ ~[PC] (Kick hard towards his knee.)~ + c-asparlt35 ++ ~[PC] (Step back quickly, then advance with a flurry of quick strokes.)~ + c-asparlt41 ++ ~[PC] I tire of this. I want a different kind of thrust and parry. (drop your foil and fling yourself hard into his arms)~ + c-asparlt37 ++ ~[PC] The perfect picture of your demise, you mean?~ + c-asparlt35 END /* Let's change up things a little if the state gets repeated a few times... */ IF ~~ c-asparlt33 SAY ~[ARAN] (a spark strikes as his counterstroke sends your swordpoint off to the left)~ ++ ~[PC] (Guard closely, on the defensive, parrying each of his thrusts)~ + c-asparlt36 + ~RandNum(2,2)~ + ~[PC] (Step back quickly, then advance with a flurry of quick strokes)~ + c-asparlt36 + ~RandNum(2,1)~ + ~[PC] (Step back quickly, then advance with a flurry of quick strokes)~ + c-asparlt63 ++ ~[PC] (twist your wrist, deflecting his riposte and flicking your blade towards his throat)~ + c-asparlt38 + ~Global("c-aransp1","LOCALS",0)~ + ~[PC] Had enough, oh feeble wielder of swords? I can thrust and parry all night, you know. It does not look like you have the stamina.~ DO ~SetGlobal("c-aransp1","LOCALS",1)~ + c-asparlt34 + ~Global("c-aransp1","LOCALS",1)~ + ~[PC] Didn't we do this already? You have to learn to be more creative, Aran.~ DO ~SetGlobal("c-aransp1","LOCALS",2)~ + c-asparlt34 END IF ~~ c-asparlt34 SAY ~[ARAN] Hah. Now do you be talkin' swordlay, or playin' wi' words? Not that it rightly matters - I can tire you out either way you intended, you know.~ + ~Global("c-aransp2","LOCALS",0)~ + ~[PC] Promises, promises... (Kick hard towards his knee.)~ DO ~SetGlobal("c-aransp2","LOCALS",1)~ + c-asparlt35 + ~Global("c-aransp2","LOCALS",1)~ + ~[PC] Yes, yes... you said that before.~ DO ~SetGlobal("c-aransp2","LOCALS",2)~ + c-asparlt35 ++ ~[PC] (drop your rapier and fling yourself hard into his arms.)~ + c-asparlt37 + ~RandNum(2,2)~ + ~[PC] (Spin lightly, ducking under his whispering blade and coming up with a thrust from underneath.)~ + c-asparlt40 + ~RandNum(2,1)~ + ~[PC] (Spin lightly, ducking under his whispering blade and coming up with a thrust from underneath.)~ + c-asparlt63 ++ ~[PC] (Thrust savagely towards his right shoulder.)~ + c-asparlt43 END /* Don;t forget dudettes may be getting sick oftthings and want out... */ IF ~~ c-asparlt35 SAY ~[ARAN] (hard muscle blocks your path, and the riposte stabs towards your right side)~ ++ ~[PC] (Step back quickly, then advance with a flurry of quick strokes)~ + c-asparlt41 ++ ~[PC] (Spin lightly, ducking under his whispering blade and coming up with a thrust from underneath)~ + c-asparlt40 ++ ~[PC] (Spin lightly, ducking under his whispering blade and coming up with a thrust from underneath)~ + c-asparlt40 ++ ~[PC] (circle around to his left)~ + c-asparlt30 ++ ~[PC] Enough! I do not want to do this any more.~ + c-asparlt55 END IF ~~ c-asparlt36 SAY ~[ARAN] (The point of his blade whistles close past your guard, seeking your left inner thigh.)~ ++ ~[PC] (Guard closely, on the defensive, parrying each of his thrusts.)~ + c-asparlt36 ++ ~[PC] (Step back quickly, then advance with a flurry of quick strokes.)~ + c-asparlt41 ++ ~[PC] (Step inside of his thrust, then dance out of the way, circling around to his left.)~ + c-asparlt30 ++ ~[PC] Stop. I do not want to spar. I want you.~ + c-asparlt47 asparlt44 ++ ~[PC] (Spin lightly, ducking under his whispering blade and coming up with a thrust from underneath.)~ + c-asparlt63 END /* There is no crying in baseball... keep focus on a PC strong enough to want to spar, because one who is just into flirting won't have followed this line at all */ IF ~~ c-asparlt37 SAY ~[ARAN] (Aran staggers, suprised, arms enfolding you.)~ = [ARAN] What in Bane's... <CHARNAME>?~ ++ ~[PC] *whisper* I do not want to spar. I just want you.~ + c-asparlt47 ++ ~[PC] HAH! (Spin out of his arms, duck down, grab the foil, and flick it towards Aran's throat.)~ + c-asparlt42 ++ ~[PC] TRUCE!~ + c-asparlt55 ++ ~[PC] I think I just got cut...~ + c-asparlt24 ++ ~[PC] I am tired. Tired of everything. Look, Aran, just hold me. As a friend? Just hold me.~ + c-asparlt67 END IF ~~ c-asparlt38 SAY ~[ARAN] (He dances back, then counters, rapier hissing in low and straight.)~ ++ ~[PC] (Kick hard towards his groin, following up with a stab towards his heart.)~ + c-asparlt35 ++ ~[PC] Is that all you have? (kick hard towards his knee.)~ + c-asparlt35 ++ ~[PC] Wait a second... hold on, I have to do something... (adjust your clothing to show off your leg to mid-thigh, and then instantly launch an attack when he is distracted)~ + c-asparlt35 ++ ~[PC] Oh, ouch! I just cut myself.~ + c-asparlt39 END /* Remember the tricksters... */ IF ~~ c-asparlt39 SAY ~[ARAN] Celanil's Sweet Lips, let me see.... are you hurt?~ ++ ~[PC] HAH! (as he moves forward dropping his guard, place the tip of your foil at the base of his throat.)~ + c-asparlt47 ++ ~[PC] It is just a little cut. But I think you should kiss it better.~ + c-asparlt45 ++ ~[PC] It is nothing. Besides, you have a scratch or two, too. But I think I have had enough for one night. Have a good rest, Aran.~ + c-asparlt52 ++ ~[PC] There will be blood tonight! (advance with a ferocious whirlwind of quick strokes.)~ + c-asparlt44 END /* Remember the ladies who started this thing with no experience fencing... */ IF ~~ c-asparlt40 SAY ~[ARAN] (One strong hand reaches out to grab your shoulder as his foil batters yours down)~ ++ ~[PC] (Drop your rapier and fling yourself hard into his arms.)~ + c-asparlt37 ++ ~[PC] (Twist away quickly, then advance with a flurry of quick strokes.)~ + c-asparlt41 ++ ~[PC] Ah ah ah... no touchie-feely the girl, now.... (counter quickly, and slice inward towards his side.)~ + c-asparlt41 ++ ~[PC] So, what were you thinking of fixing for dinner tomorrow? Aran-ke-bobs? Because I almost skewered you there.~ + c-asparlt63 ++ ~[PC] This is... a good bit... harder than it... looks.~ + c-asparlt63 END /* Gratuitous sexual references are fun, too... */ IF ~~ c-asparlt41 SAY ~[ARAN] (He falls back, blade countering blade, teeth bared savagely in the moonlight)~ ++ ~[PC] (Thrust savagely towards his right shoulder.)~ + c-asparlt43 ++ ~[PC] (Twist away quickly, then advance with a flurry of quick strokes.)~ + c-asparlt44 ++ ~[PC] Is that a rabbit in your pocket, or are you just happy to see me?~ + c-asparlt68 END IF ~~ c-asparlt42 SAY ~[ARAN] (He springs forward, blade countering blade, pushing you back.)~ ++ ~[PC] (Spin lightly, ducking under his whispering blade and coming up with a thrust from underneath.)~ + c-asparlt40 ++ ~[PC] (kick hard towards his knee.)~ + c-asparlt35 ++ ~[PC] (Guard closely, on the defensive, parrying each of his thrusts.)~ + c-asparlt36 END IF ~~ c-asparlt43 SAY ~[ARAN] (the clash of steel rings as his counterstroke sends your swordpoint off to the right)~ ++ ~[PC] (Send a spinning kick towards his head.)~ + c-asparlt35 ++ ~[PC] (Lunge forward to pink his right shoulder.)~ + c-asparlt41 ++ ~[PC] (Guard closely, on the defensive, parrying each of his thrusts.)~ + c-asparlt36 ++ ~[PC] (Drop your rapier and fling yourself hard into his arms.)~ + c-asparlt37 ++ ~[PC] (Spin lightly, then check yourself and lunge forward, foil tip to the right leg.)~ + c-asparlt40 ++ ~[PC] (Step back quickly, then advance with a flurry of quick strokes.)~ + c-asparlt41 END /* Needs more entry points - summative state for fight */ IF ~~ c-asparlt44 SAY ~[ARAN] (White moonlight flashes along swiftly moving blades as they meet point and counterpoint, weaving their harsh music. Stacatto clashes of metal upon metal, ostinato breaths becoming shorter and labored, no thought but the weave of body with body... until suddenly you find yourself locked chest to chest, leg to leg, straining against eachother.) = ~[ARAN] Do you want to be beggin' quarter?~ ++ ~[PC] Not likely. Look down, Aran. I think you will find I have everything in hand...~ + c-asparlt62 ++ ~[PC] Never!~ + c-asparlt45 ++ ~[PC] I will not yield. But I will take what I want.~ + c-asparlt47 ++ ~[PC] I think I have had enough excitement. I call this a draw. We will have to do this again sometime.~ + c-asparlt46 ++ ~[PC] Do you?~ + c-asparlt47 END IF ~~ c-asparlt45 SAY ~[ARAN] Now, then, you be a mite winded, there - I can see right down your front, you know. You move right beautifully when you pant like that.~ ++ ~[PC] (Lean hard into him, kissing him ferociously)~ + c-asparlt47 ++ ~[PC] (Butt your head forward hard towards his nose)~ + c-asparlt59 ++ ~[PC] I yield to you, Aran. In every way.~ + c-asparlt48 ++ ~[PC] I have you right where I want you. Surrender now, and I will be merciful.~ + c-asparlt47 ++ ~[PC] I thought this was a friendly sparring practice.~ + c-asparlt46 END /* Teasing Aran is iok, but he has his breaking point... */ IF ~~ c-asparlt46 SAY ~[ARAN] I... hey, I... Sune's Sweet Skin, <CHARNAME>, do you be jokin' wi' me? You drive me to a frenzy, an' now I desire you more than any man ought. What do you want o' me?~ ++ ~[PC] Absolutely nothing. I have exactly what I want. Have a nice night, Aran. And thank you for the practice session.~ EXIT ++ ~[PC] What do you think, Aran? Am I teasing? (Slowly begin to disrobe)~ + c-asparlt48 ++ ~[PC] I... I do not know what I want. There are so many reasons that I cannot do this...~ + c-asparlt51 ++ ~[PC] Somehow, it always comes down to sex with you. I said I wanted to be friends, but you keep interpreting everything as an invitation to move into my bedroll. Let me spell it out for you - N O T I N T E R E S T E D. ~ + END IF ~~ c-asparlt47 SAY ~[ARAN] (He steps away, dropping his sword, falling to his knees before you.)~ = ~[ARAN] I surrender. An' what will you do wi' th spoils, <CHARNAME>?~ ++ ~[PC] Absolutely nothing. I have exactly what I want. Have a nice night, Aran. And thank you for the practice session.~ EXIT ++ ~[PC] I was thinking of an armistace. (Kneel with him, drawing one gentle finger lightly down his chest, following it with your gaze.)~ + c-asparlt49 ++ ~[PC] I... (grab the back of his head and tug back fiercely) ...will do exactly... (bury his face close to your heart) ... as I please.~ + c-asparlt50 ++ ~[PC] I... I think I will surrender in return...~ + c-asparlt50 ++ ~[PC] Practice a completely different form of combat.~ + c-asparlt50 END IF ~~ c-asparlt48 SAY ~[ARAN] <CHARNAME>...~ = ~[ARAN] (His face is a mask of desire, and his lips burn hot on your cheeks and lips.)~ ++ ~[PC] Hold on. I need to clear my head. I cannot do this!~ + c-asparlt51 ++ ~[PC] (Lean your head forward and fold both hands against his chest.)~ + c-asparlt50 ++ ~[PC] (Loop one leg around his, and twist quickly, bringing yourself under him as you fall to the ground.)~ + c-asparlt50 ++ ~[PC] (Loop one leg around his, and twist quickly, bringing yourself on top of him as you fall to the ground.)~ + c-asparlt50 ++ ~[PC] (Bite his lips fiercely, tasting warm blood as your teeth clash together in mounting desire.)~ + c-asparlt50 END IF ~~ c-asparlt49 SAY ~[ARAN] <CHARNAME>...~ = ~[ARAN] (His face is a mask of desire, and his lips burn hot on your cheeks and lips)~ ++ ~[PC] Hold on. I need to clear my head. I cannot do this!~ + c-asparlt51 ++ ~[PC] (Drop everything and fold both hands against his chest.)~ + c-asparlt50 ++ ~[PC] (Loop your arms around his neck and twist quickly, bringing yourself under him.)~ + c-asparlt50 ++ ~[PC] (Loop your arms around his neck and twist quickly, bringing yourself on top of him.)~ + c-asparlt50 ++ ~[PC] (Bite his lips fiercely, tasting warm blood as your teeth clash together in mounting desire.)~ + c-asparlt50 END /* The "PG - 13" Romantic Encounter Ending 47b, Female Romacing Male, No Nudity Or Graphic Depiction Of Naughty Stuff,. Reclassified from 1275a, Classic Romance Tricks, "Fade To Black". */ IF ~~ c-asparlt50 SAY ~[ARAN] (Clothes fly into tangles of twisted cloth, and modesty is thrown to the wind and the stars.)~ IF ~~ THEN DO ~SetGlobal("c-aransexspar","GLOBAL",1) RestParty()~ EXIT END /* Damn, girl, you are teasing him way hard, then dropping the whole "but I am not sure," thing - put the poor bugger out if his misery, already ! */ IF ~~ c-asparlt51 SAY ~[ARAN] (His face hardens, breath coming in short fierce bursts) Aye. You can, if you want to. But you don't want to, so I needs be controllin' myself. This sparrin' be over, I think.~ IF ~~ THEN EXIT END /* No comment. */ IF ~~ c-asparlt52 SAY ~[ARAN] Aye, then, same to you. I think I am goin' to go get some energy worked out o' my system, eh? I will see you back at camp.~ IF ~~ THEN EXIT END /* A page form RL - everyon walks waya muttering sometimes, and sometimes the partner challenges them on it... */ IF ~~ c-asparlt53 SAY ~[ARAN] Did you say somethin', <CHARNAME>?~ ++ ~[PC] No, not a thing. Good night, Aran.~ EXIT ++ ~[PC] I said, 'damned males, anyways... they never clean up after themselves, and never have the good sense to kiss a girl goodnight when she is practically throwing herself at them'.~ + c-asparlt19 ++ ~[PC] I said, 'If Aran does not kiss me right this minute, I will make his life a living hell for all eternity'.~ + c-asparlt19 END IF ~~ c-asparlt54 SAY ~[ARAN] No, naught. I was just mutterin' to myself.~ IF ~~ THEN EXIT END IF ~~ c-asparlt55 SAY ~[ARAN] Right, we can take a break. What are you after, anyways, <CHARNAME>? You be not quite into th' sparrin', I think. Why did you come out here?~ ++ ~[PC] I just needed a moment to regroup. (Flick your foil point towards his throat.)~ + c-asparlt42 ++ ~[PC] I... I do not know. I was bored, and wanted amusement?~ + c-asparlt57 ++ ~[PC] I... I do not know. I thought I wanted to have someone want me, desire me. But now I really just feel like that will make things worse. I think I should go now.~ + c-asparlt5 ++ ~[PC] I came here to be made love to, silly. So shut up and get to it!~ + c-asparlt48 ++ ~[PC] I came out here because you are a friend, Aran. And I need all of those I can get right now.~ + c-asparlt58 END IF ~~ c-asparlt56 SAY ~[ARAN] Hey, What are you after, <CHARNAME>? You be not quite into th' sparrin', I think. Why did you come out here, anyways?~ ++ ~[PC] I... I do not know. I was bored, and wanted amusement?~ + c-asparlt57 ++ ~[PC] I... I do not know. I thought I wanted to have someone want me, desire me. But now I really just feel like that will make things worse. I think I should go now.~ + c-asparlt5 ++ ~[PC] I came here to be made love to, silly. So shut up and get to it!~ + c-asparlt48 ++ ~[PC] I came out here because you are a friend, Aran. And I need all of those I can get right now.~ + c-asparlt58 ++ ~[PC] (Kiss his neck and move deeper into his arms.)~ + c-asparlt74 END IF ~~ c-asparlt57 SAY ~[ARAN] That makes sense, but you be phrasin' that as a question. Are you sure there be no other ways I could entertain you?~ ++ ~[PC] No, I am fine. Have a good night, Aran. + c-asparlt52 ++ ~[PC] Well, there are still some cooking pots you have not cleaned, and there is firewood to gather. You should go do that, instead. I doubt you could please me any other way.~ + c-asparlt23 END IF ~~ c-asparlt58 SAY ~[ARAN] Well, that's is not rightly for sale, <CHARNAME>, an' I prize it a mite higher than most do, I wager. But I already done given you th' whole contract on my friendship, no strings attached. I must be somethin' right stupid in my actions not to have shown that by now.~ = ~[ARAN] Let's get you back to camp, an' get somethin' nice an' warm in your stomach. I bet we could find a mite bit o' Firewine to warm up th' tea, an' lighten your mood. You go on ahead. I'll clear this gear away right proper.~ IF ~~ THEN EXIT END IF ~~ c-asparlt59 SAY ~[ARAN] OUCH! Ilmater's Sufferin', that bloody well hurt! What in th' nine hells are you after, <CHARNAME>?~ ++ ~[PC] I am taking advantage of your weakness. You let your guard down, Aran, and I was right there to take advantage. Are we going to spar? I think you need to be taught more.~ + c-asparlt38 ++ ~[PC] Fun. Here, let me do it again...~ + c-asparlt60 ++ ~[PC] I do not know. But back away, and let's get fighting again.~ + c-asparlt38 ++ ~[PC] I... I do not know. I was bored, and wanted amusement?~ + c-asparlt57 ++ ~[PC] I... I do not know. I thought I wanted to have someone want me, desire me. But now I really just feel like that will make things worse. I think I should go now.~ + c-asparlt5 ++ ~[PC] I came here to be made love to, silly. So shut up and get to it!~ + c-asparlt48 ++ ~[PC] I came out here because you are a friend, Aran. And I need all of those I can get right now.~ + c-asparlt58 END /* Hit me once, shame on me. Hit me twice, and I will avoid it. Note to self - probably need an otion for the Evil side where he likes it. A little. */ IF ~~ c-asparlt60 SAY ~[ARAN] Not on your life, girl... I'm done wi' getting my nose boke on account o' you gotta let off some steam. You got anythin' else you want me to do for you? Mayhap somethin' that don't rightly hurt so much?~ ++ ~[PC] No, I am fine. Have a good night, Aran. + c-asparlt52 ++ ~[PC] Well, there are still some cooking pots you have not cleaned, and there is firewood to gather. You should go do that, instead. I doubt you could please me any other way.~ + c-asparlt23 ++ ~[PC] I want... I... I do not know what I want.~ + c-asparlt22 ++ ~[PC] But lovemaking is supposed to hurt a little, don't you think?~ + c-asparlt48 ++ ~[PC] I came out here because you are a friend, Aran. And I need all of those I can get right now.~ + c-asparlt61 END IF ~~ c-asparlt61 SAY ~[ARAN] Funny thing is, <CHARNAME>, you got strange ways o' showin' it, but I do believe you.~ = ~[ARAN] Look, sometimes we be seein' different things in th' way o' how life is supposed to be, I guess. But whether I like your actions or no, an' whether you be god, bad, or indifferent, there be somethin' about you I like right fine.~ = ~[ARAN] You might use that against me later on, I wager, but hells... I done flipped your coin to Tymora early on, an' it came back heads. I'll call you friend long after you've forgotten I exist. Let's get you back to camp, an' get somethin' nice an' warm in your stomach.~ IF ~~ THEN EXIT END IF ~~ c-asparlt62 SAY ~[ARAN] Aye, that you do. I think this be a good time for me to surrender, eh?~ IF ~~ THEN GOTO c-asparlt47 END /* OK, passthrough state to send things in odd directions.... */ IF ~~ c-asparlt63 SAY ~[ARAN] (Blades clash, ringing in your ears.)~ IF ~RandNum(4,1)~ THEN GOTO c-asparlt64 IF ~RandNum(4,2)~ THEN GOTO c-asparlt65 IF ~RandNum(4,3)~ THEN GOTO c-asparlt66 IF ~RandNum(4,4)~ THEN GOTO c-asparlt44 END /* Words or Swords? Boo would be confused... */ IF ~~ c-asparlt64 SAY ~[ARAN] Aye, you are gettin' th' hang o' this, eh?~ ++ ~[PC] Hang you and your paternalistic crap! (Send a spinning kick towards his head.)~ + c-asparlt35 ++ ~[PC] Oh, I am getting the hang of this. But I heard that you have troubles... you are not so well hung as you claim? (lunge forward to pink his right shoulder)~ + c-asparlt41 ++ ~[PC] I... I am not so sure... (Guard closely, on the defensive, parrying each of his thrusts)~ + c-asparlt36 ++ ~[PC] No, not at all. But you seem to be having troubles winning, yourself. (Drop your rapier and fling yourself hard into his arms.)~ + c-asparlt37 ++ ~[PC] Child's play. A fitting moniker, seeing as I am sparring with you. (Spin lightly, then check yourself and lunge forward, foil tip to the right leg)~ + c-asparlt40 ++ ~[PC] Stop for a bit. Truce!~ + c-asparlt55 END /* Nothing says romance like commenting on the sweatiness of a ladies' workout clothes. By the way, judging by my wife's reaction, the appropriate response would be "shut up and get out, idiot." But this is fantasy,, so we turn the tables. */ IF ~~ c-asparlt65 SAY ~[ARAN] You know, I do believe there be nothin' prettier than a lass what be sweatin' so fierce.~ ++ ~[PC] We 'lasses' do not sweat. We glow. We 'Mist'. (Send a spinning kick towards his head.)~ + c-asparlt35 ++ ~[PC] That is nice to hear. You look pretty, too. Tired yet? (Lunge forward to pink his right shoulder.)~ + c-asparlt41 ++ ~[PC] I can think of prettier things... like figuring out what your next line of attack will be... (Guard closely, on the defensive, parrying each of his thrusts)~ + c-asparlt36 ++ ~[PC] Nice picture. Pity you stink like a mule when you sweat. (Fling yourself hard into his arms, atempting to knock him down.)~ + c-asparlt37 ++ ~[PC] Didn't your mother ever teach you to keep your mouth closed when you need to concentrate? (Spin lightly, then check yourself and lunge forward, foil tip to the right leg.)~ + c-asparlt40 ++ ~[PC] Stop for a bit. Truce!~ + c-asparlt55 END IF ~~ c-asparlt66 SAY ~[ARAN] I do believe you blighted well nicked me!~ ++ ~[PC] Quick, shall we call a healer for your little booboo? (send a spinning kick towards his head)~ + c-asparlt35 ++ ~[PC] I'm so terribly sorry. That was the point, right? (Lunge forward to pink his right shoulder)~ + c-asparlt41 ++ ~[PC] I'm sorry... do you want to stop? (Guard closely, on the defensive, parrying each of his thrusts)~ + c-asparlt36 ++ ~[PC] Oh, Aran! (drop your rapier and fling yourself hard into his arms)~ + c-asparlt37 ++ ~[PC] Well, when you play with me, you play with fire. Or ice. Or lightning. In fact, you could cut to the chase and just say you are running with scissors. (Spin lightly, then check yourself and lunge forward, foil tip to the right leg.)~ + c-asparlt40 ++ ~[PC] Stop for a bit. Truce!~ + c-asparlt55 END /* Also known in college circles as "teddy-bearing". Or at least it was, back in the day. God, I'm old. */ IF ~~ c-asparlt67 SAY ~[ARAN] <CHARNAME>, I can do that, I can. I can hold you right proper. An' I value your friendship above any treasure what's been thought of.~ = ~[ARAN] (You stand together for a time in the moonlight, holding eachother.)~ IF ~~ THEN EXIT END IF ~~ c-asparlt68 SAY ~[ARAN] No rabbit, but now I know where you are lookin', I can use that to my advantage...~ ++ ~[PC] (Slash towards his head.)~ + c-asparlt35 ++ ~[PC] (Lunge forward to pink his right shoulder.)~ + c-asparlt41 ++ ~[PC] (Guard closely, on the defensive, parrying each of his thrusts.)~ + c-asparlt36 ++ ~[PC] Oh, Aran - why look when I can feel! (Drop your rapier and fling yourself hard into his arms.)~ + c-asparlt37 ++ ~[PC] Just be careful. I am not sure we want the makings of rabbit stew. (Spin lightly, then check yourself and lunge forward, foil tip to the right leg.)~ + c-asparlt40 ++ ~[PC] Stop for a bit. Truce!~ + c-asparlt55 END /* Foreplay, WWE style. */ IF ~~ c-asparlt69 SAY ~[ARAN] Well, if you want to play that way... (His arm catches you solidly across the chest, knocking you over.)~ ++ ~[PC] Well, know that I am down here, do you want to come and join me?~ + c-asparlt83 ++ ~[PC] Oooohh... just the way I like them. Rough, stupid, and easily provoked... (sweep his legs, slamming him to the ground.)~ + c-asparlt70 ++ ~[PC] Ouch! Gods, Aran, I was only joking.~ + c-asparlt24 ++ ~[PC] Stop for a bit. Truce!~ + c-asparlt55 END IF ~~ c-asparlt70 SAY ~[ARAN] (Aran staggers, suprised, slamming to the ground next to you.)~ = [ARAN] What in Bane's... <CHARNAME>?~ ++ ~[PC] *whisper* I do not want to spar. I just want you.~ + c-asparlt47 ++ ~[PC] HAH! (Spin out of his arms, roll, grab the foil, and point it at Aran.)~ + c-asparlt56 ++ ~[PC] Well, when you play with me, you play with fire. Or ice. Or lightning. In fact, you could cut to the chase and just say you are running with scissors.~ + c-asparlt72 ++ ~[PC] (Begin unfastening your clothes.) If you need instruction, then I have sadly misjudged you, Aran. Do what comes naturally, of course.~ + c-asparlt50 ++ ~[PC] I think I have had enough excitement. I call this a draw. We will have to do this again sometime.~ + c-asparlt46 END IF ~~ c-asparlt71 SAY ~[ARAN] I do believe you blighted well tricked me! That hurt, it did. What do you want, anyways? It don't rightly look like you want to spar.~ ++ ~[PC] Well, when you play with me, you play with fire. Or ice. Or lightning. In fact, you could cut to the chase and just say you are running with scissors.~ + c-asparlt72 ++ ~[PC] (Begin unfastening your clothes.) If you need instruction, then I have sadly misjudged you, Aran. Do what comes naturally, of course.~ + c-asparlt50 ++ ~[PC] *whisper* I do not want to spar. I just want you.~ + c-asparlt47 ++ ~[PC] I think I have had enough excitement. I call this a draw. We will have to do this again sometime.~ + c-asparlt46 END IF ~~ c-asparlt72 SAY ~[ARAN] True enough. Well, you done got me here. Mayhap I can make th' most o' my opportunity...~ == ~[ARAN] (With a sudden twist he is on top of you, crushing you, his arms holding yours hard above your head.) Surrender, or do I take my winnin's right now?~ ++ ~[PC] Get off me, idiot. Game over. If you value your life, that is.~ + c-asparlt73 ++ ~[PC] I... (roll over, pinning him) ...will do exactly... (bury your face in his neck) ... as I please.~ + c-asparlt50 ++ ~[PC] Take what you will..~ + c-asparlt50 ++ ~[PC] I think I have had enough excitement. I call this a draw. We will have to do this again sometime.~ + c-asparlt46 END IF ~~ c-asparlt73 SAY ~[ARAN] (He rolls away, coming to his knees before you.)~ = ~[ARAN] I surrender. An' what will you do wi' th spoils, <CHARNAME>?~ ++ ~[PC] Absolutely nothing. I have exactly what I want. Have a nice night, Aran. And thank you for the practice session.~ EXIT ++ ~[PC] I was thinking of an armistace. (Roll over and kneel with him, drawing one sharp fingernail lightly down his chest, following it with your gaze.)~ + c-asparlt49 ++ ~[PC] Well, there are still some cooking pots you have not cleaned, and there is firewood to gather. You should go do that, instead. I doubt you could please me any other way.~ + c-asparlt23 ++ ~[PC] I... (roll up, grab the back of his head and tug him back down to you fiercely) ...will do exactly... (bury your face in his neck) ... as I please.~ + c-asparlt50 ++ ~[PC] Practice a completely different form of combat.~ + c-asparlt50 ++ ~[PC] (Begin unfastening your clothes.) If you need instruction, then I have sadly misjudged you, Aran. Do what comes naturally, of course.~ + c-asparlt50 END IF ~~ c-asparlt74 SAY ~[ARAN] I thought you might say that. Problem is, I don't rightly believein forcin' that sort o' thing.~ ++ ~[PC] You are so weak. I have exactly what I want - proof you do not have the strength to overpower me and take what you want. Have a nice night, Aran. And thank you for the practice session.~ EXIT ++ ~[PC] What if I was play-acting the whole resistance thing... (Draw one sharp fingernail lightly down his chest, following it with your gaze.)~ + c-asparlt49 ++ ~[PC] Well, there are still some cooking pots you have not cleaned, and there is firewood to gather. You should go do that, instead. I doubt you could please me any other way.~ + c-asparlt23 ++ ~[PC] I, on the other hand, have absolutely no compunction about taking exactly when I want, how I want it.~ + c-asparlt50 ++ ~[PC] Well, enough fun. I think this enough sparring for one night, in any area. Have a good night, Aran.~ + c-asparlt52 ++ ~[PC] (Begin unfastening your clothes.) If you need instruction, then I have sadly misjudged you, Aran. Do what comes naturally, of course.~ + c-asparlt50 END IF ~~ c-asparlt75 SAY ~[ARAN] Hey, if you keep goin' on like that, there will be a mite bit o' different kind o' sparrin' goin' on tonight...~ ++ ~[PC] And the light dawns... gods, man, I am literally sprawled at your feet, here for the taking. Are you slow, or do you need instruction?~ + c-asparlt72 ++ ~[PC] Well, we do not want to have any of that, now, do we. This is boring anyways. Look, let's just get a few rounds of swordfighting in, and be done with it.~ + c-asparlt4 ++ ~[PC] On second thought, the whole idea turns me off completely. I think I will just go to bed.~ + c-asparlt23 END /* Hmmm... simulating that pause - speak - pause - overlap confusion, when you both are not quite sure what to say, and waiting for someone to take the next big step? Let's give it a shot... */ IF ~~ c-asparlt76 SAY ~[ARAN] I think you might be...~ ++ ~[PC] ...a little unsure of myself? Hardly. Just hold me, Aran. Make me feel alive. Just be a good friend and hold me.~ + c-asparlt67 ++ ~[PC] ...a little confusing to you? I am confused, too. Look, let's just get a few rounds of swordfighting in, and be done with it.~ + c-asparlt4 ++ ~[PC] This was a bad idea. I think I will just go to bed. Alone.~ + c-asparlt23 ++ ~[PC] (Kiss him again and move deeper into his arms.)~ + c-asparlt49 END /* I watched the pPrincess Bride once too often, and now it resides in my head with 5th grdae jokes... */ IF ~~ c-asparlt77 SAY ~[ARAN] Hah! Good one! You done missed me, miss 'misty miss'. Take that!~ ++ ~[PC] I hate jokes like that. Hold still, so I can swat you!~ + c-asparlt44 ++ ~[PC] That is not fair! You made me laugh! (Swipe at Aran with the blade.)~ + c-asparlt78 ++ ~[PC] (Send a spinning kick towards his head)~ + c-asparlt35 ++ ~[PC] (Guard closely, on the defensive, parrying each of his thrusts)~ + c-asparlt36 ++ ~[PC] (Spin lightly, then check yourself and lunge forward, foil tip to the right leg)~ + c-asparlt40 ++ ~[PC] (Step back quickly, then advance with a flurry of quick strokes)~ + c-asparlt41 END IF ~~ c-asparlt78 SAY ~[ARAN] All be fair in love an' war - an' what we got goin' on now counts as both, in my book!~ ++ ~[PC] The only love I have for you is the love of watching you lose, big boy.~ + c-asparlt44 ++ ~[PC] Well in that case, expect no quarter fom me! (Stab at Aran with the foil point.)~ + c-asparlt44 ++ ~[PC] (Send a spinning kick towards his head)~ + c-asparlt35 ++ ~[PC] (Guard closely, on the defensive, parrying each of his thrusts)~ + c-asparlt36 ++ ~[PC] (Spin lightly, then check yourself and lunge forward, foil tip to the right leg)~ + c-asparlt40 ++ ~[PC] (Step back quickly, then advance with a flurry of quick strokes)~ + c-asparlt41 END IF ~~ c-asparlt79 SAY ~[ARAN] Well now, if you be interested in that, I think that we be doin' th' wrong kind o' sparrin', eh? But let's stick to th' business at hand. ~ IF ~~ THEN GOTO c-asparlt9 END /* Point, counterpoint, chocolate, and flowers */ IF ~~ c-asparlt80 SAY ~[ARAN] Look, I am not rightly sure how to try to romance you, <CHARNAME>. There be so many ways you are not quite th' normal... err... Helm's Beard, that came out wrong...~ ++ ~[PC] So you think calling me abnormal is the way to get me interested. Fascinating.~ + ++ ~[PC] You do no have to try so hard, you know. You could just kiss me.~ + c-asparlt83 ++ ~[PC] Aran, I keep telling you we are just friends. If you are here to spar, then let's spar. With foils, not with words, please.~ + c-asparlt4 ++ ~[PC] You could try flowers, or chocolate, or just listening to me, you know.~ + c-asparlt81 ++ ~[PC] I think I am ready for that sparring match, now.~ + c-asparlt4 END /* Weak arguments against flowers and chocolate. Hey, we qare making him too human - next he weill say "I didn't see any at the 7-11", or "I got some for your sister, but forgot some for you... */ IF ~~ c-asparlt81 SAY ~[ARAN] Aye, I could do that. But flowers, they don't speak to your strength. They seem all scawy when compared to you, too. An' chocolate be nice, but it seems soft an' usual, which... oh, by th' nine blighted hells, I'm walkin' my feet right into my mouth, aren't I.~ ++ ~[PC] But I like chocolate. And I like flowers. ~ + ########## ++ ~[PC] I was joking, Aran. Flowers are a waste of time, and chocolate is overrated. I value actions and deeds over useless gestures.~ + ++ ~[PC] Do not worry, Aran. You were born with both feet planted firmly in your mouth. I will simply have to ~ + ########## ++ ~[PC] I get what you mean, Aran. But I think yu will do better by just tossing me a foil and starting the practice. If I let you ramble on about me, soon I will be an unusual thorny flower with non-choclate petals with a nice bottom. And you will be spending the next three tendays apologising. We should just practice fighting!~ + c-asparlt4 END IF ~~ c-asparlt82 SAY ~[ARAN] Well, in that case, let me show you how th' whole fencin' and sparrin' practice be illustrative o' my strength, agility, an' usefulness, eh? With a bit o' Tymora's Luck, you might look on me a mite more favorable.~ IF ~~ THEN GOTO c-asparlt4 END /* Dunno. Supposed to be for the PC who expects him o be forceful and take the lead. Not thrilled yet. */ IF ~~ c-asparlt83 SAY ~[ARAN] That I could, I guess. It be a might forward, but then again, mayhap you want me to be a bit overbearin', eh?~ ++ ~[PC] It spoils all the fun if you have to be coached. Just do what you know you want to do, Aran. Quickly, fiercely, and thoroughly.~ + c-asparlt49 ########## END IF ~~ c-asparlt84 SAY ~[ARAN] Sticks an' stones will hurt my bones, but a quick jab wi' th' sharp end o' a foil can harm a lad, you know. Actually, I know, on account o' I just got me a little nick, back there.~ ++ ~[PC] So do you yield?~ + c-asparlt47 ++ ~[PC] It is not the only thing that you have that's little...~ + ########## ++ ~[PC] I'm sorry, I didn't mean to hurt you!~ + ########## END IF ~~ c-asparlt85 SAY ~[ARAN] No, I be ready for more. (His blade whips across your left shoulder, seeking your arm.)~ ++ ~[PC] ~ + ########## END IF ~~ c-asparlt86 SAY ~[ARAN] That be my story, an' I'm stickin' to it. Here, try this. Knees slightly bent, side towards me, an' blade down towards my knee. This be a dancer's weapon, not for use on th' shield wall.~ ++ ~[PC] I tire of this. I want a different kind of thrust and parry. (Drop your foil and fling yourself hard into his arms.)~ + c-asparlt37 ++ ~[PC] I am ready to fight. I do not need more instruction.~ + c-asparlt9 ++ ~[PC] I have been playing with you, Aran. Hull taught me well, back in Candlekeep. I will try not to hurt you too badly.~ + c-asparlt9 END IF ~~ c-asparlt87 SAY ~[ARAN] As opposed to jut your fingers, or as opposed to me kissin' somethin' else?~ ++ ~[PC] Spare me the talk of your many boisterous adventurers, Aran. They are all probably made up, anyways.~ + c-asparlt88 ++ ~[PC] Enough talk, just teach me to spar.~ + c-asparlt14 ++ ~[PC] Put your blade up, and we will see who can fight, who can talk, and who can do both at the same time.~ + c-asparlt4 END /* Let's let PC take him for a ride... */ IF ~~ c-asparlt88 SAY ~[ARAN] I do tell some tall tales. But for you, there be nothin' but truth. I have had my share o' lovers, but you are in a class by yourself.~ ++ ~[PC] So I am stupid, held out with need of a personal tutor?~ + c-asparlt89 ++ ~[PC] I do not care about the truth. I want you.~ + c-asparlt48 ++ ~[PC] I do not want the truth, and I most certainly do not want you.~ + c-asparlt91 ++ ~[PC] Gods, Aran, all this talk, talk, talk... you are confusing me so much. I think I need to go, now. Good night.~ + c-asparlt52 ++ ~[PC] So you have had me? I was unaware of that. Was I an acceptable lover?~ + c-asparlt89 ++ ~[PC] This conversation is over. Do not speak another word.~ EXIT END /* And drop him off a cliff... */ IF ~~ c-asparlt89 SAY ~[ARAN] Now, I didn't mean... ~ ++ ~[PC] You did not mean, or you did not think?~ + c-asparlt90 ++ ~[PC] Surrender while you are behind, because I do not think you will get out of this one. Perhaps I will be merciful.~ + c-asparlt47 ++ ~[PC] Oh, another thing you do with all the girls - stammer and stutter. So you have no spine at all, and any pretty face and sharp tongue can slay you in an instant?~ + c-asparlt90 END /* Onot the rocks... */ IF ~~ c-asparlt90 SAY ~[ARAN] I... ~ ++ ~[PC] Come on, Aran, if you want to keep up with me, keep up.... did you mean to tell me I was stupid and a poor lover in need of special instruction only you could give me?~ + c-asparlt23 ++ ~[PC] I think you have annoyed me enough for one night. Good night.~ EXIT ++ ~[PC] It hurts when you talk like that. I do not like all this fencing with words. I can play the game, but I hate it. If you like me, kiss me. If you do not, walk away now.~ + c-asparlt48 END IF ~~ c-asparlt91 SAY ~[ARAN] Good gods, woman, you are a study in contradictions, you are. You twist my words around right proper, an' now you talk about wantin' me?~ ++ ~[PC] I said I did not want you. Clear the wax out of your ears. Good night.~ EXIT ++ ~[PC] I think we both are a little confused, by now. Look, just put up your sword and fight, ok?~ + c-asparlt9 END IF ~~ c-asparlt92 SAY ~[ARAN] ~ ++ ~[PC] ~ + END IF ~~ c-asparlt93 SAY ~[ARAN] ~ ++ ~[PC] ~ + END IF ~~ c-asparlt94 SAY ~[ARAN] ~ ++ ~[PC] ~ + END IF ~~ c-asparlt95 SAY ~[ARAN] ~ ++ ~[PC] ~ + END IF ~~ c-asparlt96 SAY ~[ARAN] ~ ++ ~[PC] ~ + END IF ~~ c-asparlt97 SAY ~[ARAN] ~ ++ ~[PC] ~ + END IF ~~ c-asparlt98 SAY ~[ARAN] ~ ++ ~[PC] ~ + END IF ~~ c-asparlt99 SAY ~[ARAN] ~ ++ ~[PC] ~ + END IF ~~ c-asparlt100 SAY ~[ARAN] ~ ++ ~[PC] ~ + END
  11. Have Pen, Will Travel. We need Aran to have a sideline scribing scroll for PC. We can work on lovenotes and doodles and starry-eyed descriptions for the lady PCs later, us dudes need some meat and potatoes too. We are creating a uniqueness, a marker that sets him apart as special, but nothing that sets him apart as all-powerful. So what happens if a guy is born with only a smattering of connection to The Weave, but not enough to truly move into wild magic? Perhaps the more he studies his language and scribing, the more he unconsciously flexes those connections, until (with a great deal of effort and concentration, in conjunction with skilled study by either himself if he is a mage or someone else if they are)... he can prepare scrolls that are hospitable enough to the undercurrent of magic that they can come into power through collaboration. OK, a little heavy on the BS there, but hey, I started out a DM, and if there isn't a heavy layer of that stuff lying around, how is anything going to grow? So, the "special ability" is to be able to create scrolls, whether or not he is actually following the classes in MAGE_ALL. What about the other magics, like druidic/cleric? Nope - I have an ok backstory and I am sticking to it. If the dude is gathering weak links to the weave and using it to create scrolls, the divine magics are out, because they expect true divine intervention or agency. In 2E terms, mages craft magic from knowledge and control, clerics craft from faith and divine gifting. Since mages are controlling aspects of the weave to make things work, but do not have that divine intervention, then Aran should be able to 'mimic' the mage's works, and with his connection do well enough that collaboration (either with his own spellbook and knowledge or with someone else's) 'trick' the magic into occupying the scroll. No divine agent would look down and say "whoa, dude, cool scroll - far out, man! Sure, I will send down that 'Cyric's Nuclear Option of Doom' right away, even though you don't follow Cyric, because you are JUST THAT KEWEL, DUDE!". So, mage spells only. And now we have an FR rationale and backstory to play with (slightly bent, but not completely broken - hey, *I'm* not having tons of half-drow running around Faerun happily being good and playing well with the local constabulary! Don't poke me, I don't want any trouble!) Creating a Special Ability Well, there are a bunch of things out there that can handle this in different ways. Rogue Rebalancing allows you the choice of spells and potions to build, with the following (by the way, this is my new "go look at this' for fellow modders - aVENGER (RR) comments everything, and his code in a highlighter is a darned good minimalist painting, all ordered and clean, and easy to follow even when exactly what he is doing doesn't hit your brain.... which means it is organized in a painstaking way that will allow you to learn by watching what he does and following it, instead of going "why that, and what does it get associated with?". For the how-not-to example, just read the last sentence. He does things the opposite of that grammatical construction.) Here is where he gets busy in the .tp2, and I don't even need to explain - he does it for me: COPY ~RR/RR_STIM/ITEMS/RR#INV.ITM~ ~override~ // Invulnerability item for cutscene creatures COPY ~RR/RR_CORE/ACTORS/RR#ALCH.CRE~ ~override~ // Alchemy invisible creature (used for initiating the dialogue) COPY ~RR/RR_CORE/SPELLS/RR#ALCH.EFF~ ~override~ // Alchemy invisible creature summoning EFF COMPILE ~RR/RR_CORE/COMPILE/RR#ALCH.D~ // Alchemy invisible creature dialogue file (used for choosing potions) COMPILE ~RR/RR_CORE/COMPILE/RR#ALCH.BAF~ // Alchemy invisible creature AI script (used for initiating the dialogue) COPY ~RR/RR_CORE/SPELLS/RR#ALCHT.SPL~ ~override~ // Alchemy (Thief version) SAY UNIDENTIFIED_DESC @8100 SAY DESC @8100 From this, even before we go poking about the files, we can infer some things. First, he is using the "invisible creature" trick, where you build a .cre and make it invulnerable and invisible, and script it to spawn/self-destruct in game, thus giving your NPC (and/or PC) the ability to talk to yourself. JCompton did that with some cool Boo dialogs, and lots of people have done this with all sorts of things - Galactygon's Spell Pack over at BWL uses it in spell scripting to create all sorts of things like ofscreen targeting and pathing, in BG1NPC Domi used it to make Gorion's letter "talk", etc. - basically, the "invisible creature" trick is one of the big 'everybody does this to make hard-to-get-to-work stuff work' trick. Just a reminder - don't use cutspy.cre as your base. It is flagged as not interactable. I found that one out the hard way, trying to figure out why dialog wouldn't fire. That was several hours of my life wasted. Do we need to do all this? I mean, that looks like extra work, and we want to finish before 2062AD... Well, no. We do not. The same concept could simply be scripted out in dialog, with the following formula: Set a variable to 1 to show Aran can scribe a scroll, and set a timer (say, 1 in-game week, for instance) to limit the number of times a player can use the ability. When the variable is at 1 and the timer is expired, it enables a PID choice. When the PID choice is chosen, go to the kind of dialog setup listed below, and at the end loop back to 1. Or, if we want to be really, really picky, set up the timer and creation of scroll in a .bcs block, so that When a variable is 0, Aran can scribe spells, and a PID option shows up for it. Choosing the PID option runs a set of "choice" dialog states, sets the appropriate variable to 1, the type of scroll attached to a specific number, so (for instance) c-aranscribe = 1 = scroll of invisibility c-aranscribe = 2 = scroll of haste etc. and set a timer (say, 1 in-game week, for instance) to limit the number of times a player can use the ability. When the variable is at 1 and the timer is expired, it is picked up by a .bcs block, which either creates the item on Aran and gives him a DisplayStringHead() that indicates he has finished scribing the scroll, or does a StartDialogNoSet(Player1) that fires a banter giving the scroll to Player 1 - and of course sets the variable back to 0, ready for the next round. But then again, that Special Ability Icon is way cool, and makes my NPC look pro, so how would that work? OK, but first let's go see how aVENGER (RR) creates the dialog, because it will be useful in both invisible .cre and straightforward dialog approaches. Again, all his comments, not mine - file RR#ALCH.D // creator : aVENGER // argument : RR#ALCH BEGIN ~RR#ALCH~ IF ~NumTimesTalkedTo(0)~ THEN BEGIN a0 SAY @8121 // (With cleverness innate to the class, an experienced rogue has seen enough potions in his or her adventuring career to simulate the creation of one. However, the costs for any raw materials that are used in the process must be paid.) = @8122 // (This ability allows a rogue to brew one of the potions from the following list:) IF ~Class(LastTalkedToBy(Myself),THIEF_ALL) PartyGoldGT(199)~ THEN REPLY @8130 DO ~TakePartyGold(200) GiveItemCreate("POTN36",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Master Thievery (200 gp) IF ~Class(LastTalkedToBy(Myself),THIEF_ALL) PartyGoldGT(174)~ THEN REPLY @8131 DO ~TakePartyGold(175) GiveItemCreate("POTN39",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Perception (175 gp) IF ~Class(LastTalkedToBy(Myself),THIEF_ALL) PartyGoldGT(124)~ THEN REPLY @8132 DO ~TakePartyGold(225) GiveItemCreate("POTN10",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Invisibility (125 gp) IF ~Class(LastTalkedToBy(Myself),BARD_ALL) PartyGoldGT(249)~ THEN REPLY @8140 DO ~TakePartyGold(250) GiveItemCreate("POTN37",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Mind Focusing (250 gp) IF ~Class(LastTalkedToBy(Myself),BARD_ALL) PartyGoldGT(349)~ THEN REPLY @8141 DO ~TakePartyGold(350) GiveItemCreate("POTN21",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Clarity (350 gp) IF ~Class(LastTalkedToBy(Myself),BARD_ALL) PartyGoldGT(249)~ THEN REPLY @8142 DO ~TakePartyGold(250) GiveItemCreate("POTN42",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Regeneration (250 gp) IF ~PartyGoldGT(349)~ THEN REPLY @8133 DO ~TakePartyGold(350) GiveItemCreate("POTN24",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Defense (350 gp) IF ~PartyGoldGT(224)~ THEN REPLY @8134 DO ~TakePartyGold(225) GiveItemCreate("POTN52",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Extra Healing (225 gp) IF ~PartyGoldGT(49)~ THEN REPLY @8135 DO ~TakePartyGold(50) GiveItemCreate("POTN20",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Antidote (50 gp) IF ~PartyGoldGT(249)~ THEN REPLY @8136 DO ~TakePartyGold(250) GiveItemCreate("POTN14",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Oil of Speed (250 gp) IF ~Class(LastTalkedToBy(Myself),THIEF_ALL) PartyGoldGT(249)~ THEN REPLY @8137 DO ~TakePartyGold(250) GiveItemCreate("POTN13",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Oil of Fiery Burning (250 gp) IF ~Class(LastTalkedToBy(Myself),BARD_ALL) PartyGoldGT(124)~ THEN REPLY @8143 DO ~TakePartyGold(125) GiveItemCreate("POTN45",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Freedom (125 gp) IF ~PartyGoldGT(374)~ THEN REPLY @8138 DO ~TakePartyGold(375) GiveItemCreate("POTN56",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Frost Giant Strength (375 gp) IF ~~ THEN REPLY @8150 DO ~DestroySelf()~ EXIT // (Do not brew any potions.) END We don't need to see the dialog strings to see how this could be useful this kind of dialog structure is - and how easy this could be to adapt for any number of things. Want a smithing character? Set this up in PID or a specific talk. An alchemist? Voila - most of the code work is right there, all set up. By the way, if you want a really interesting way of making things more or less expensive based on the current party status, try BG1NPC Bardic reputation Adjustment. Berelinde set up this little coding number, changing out costs by reputation through dialog branching. I am going to make the text small, so watch out for squinting eyes: in /* the deal is done */ APPEND ~X#LP1REP~ IF ~~ THEN X#Troubador1MakeBad SAY @110 + ~Reputation(Player1,20)~ + @111 + X#T1MB20.1 + ~Reputation(Player1,19)~ + @112 + X#T1MB19.1 + ~Reputation(Player1,18)~ + @112 + X#T1MB18.1 + ~Reputation(Player1,17)~ + @112 + X#T1MB17.1 + ~Reputation(Player1,16)~ + @112 + X#T1MB16.1 + ~Reputation(Player1,15)~ + @112 + X#T1MB15.1 + ~Reputation(Player1,14)~ + @112 + X#T1MB14.1 + ~Reputation(Player1,13)~ + @112 + X#T1MB13.1 + ~Reputation(Player1,12)~ + @112 + X#T1MB12.1 + ~Reputation(Player1,11)~ + @112 + X#T1MB11.1 + ~Reputation(Player1,10)~ + @112 + X#T1MB10.1 + ~Reputation(Player1,9)~ + @112 + X#T1MB9.1 + ~Reputation(Player1,8)~ + @112 + X#T1MB8.1 + ~Reputation(Player1,7)~ + @112 + X#T1MB7.1 + ~Reputation(Player1,6)~ + @112 + X#T1MB6.1 + ~Reputation(Player1,5)~ + @112 + X#T1MB5.1 + ~Reputation(Player1,4)~ + @112 + X#T1MB4.1 + ~ReputationLT(Player1,4)~ + @112 + X#T1MBNotPossible + ~Reputation(Player1,20)~ + @113 + X#T1MB20.2 + ~Reputation(Player1,19)~ + @113 + X#T1MB19.2 + ~Reputation(Player1,18)~ + @113 + X#T1MB18.2 + ~Reputation(Player1,17)~ + @113 + X#T1MB17.2 + ~Reputation(Player1,16)~ + @113 + X#T1MB16.2 + ~Reputation(Player1,15)~ + @113 + X#T1MB15.2 + ~Reputation(Player1,14)~ + @113 + X#T1MB14.2 + ~Reputation(Player1,13)~ + @113 + X#T1MB13.2 + ~Reputation(Player1,12)~ + @113 + X#T1MB12.2 + ~Reputation(Player1,11)~ + @113 + X#T1MB11.2 + ~Reputation(Player1,10)~ + @113 + X#T1MB10.2 + ~Reputation(Player1,9)~ + @113 + X#T1MB9.2 + ~Reputation(Player1,8)~ + @113 + X#T1MB8.2 + ~Reputation(Player1,7)~ + @113 + X#T1MB7.2 + ~Reputation(Player1,6)~ + @113 + X#T1MB6.2 + ~Reputation(Player1,5)~ + @113 + X#T1MB5.2 + ~Reputation(Player1,4)~ + @113 + X#T1MBALittle + ~ReputationLT(Player1,4)~ + @113 + X#T1MBNotPossible + ~Reputation(Player1,20)~ + @114 + X#T1MB20.3 + ~Reputation(Player1,19)~ + @114 + X#T1MB19.3 + ~Reputation(Player1,18)~ + @114 + X#T1MB18.3 + ~Reputation(Player1,17)~ + @114 + X#T1MB17.3 + ~Reputation(Player1,16)~ + @114 + X#T1MB16.3 + ~Reputation(Player1,15)~ + @114 + X#T1MB15.3 + ~Reputation(Player1,14)~ + @114 + X#T1MB14.3 + ~Reputation(Player1,13)~ + @114 + X#T1MB13.3 + ~Reputation(Player1,12)~ + @114 + X#T1MB12.3 + ~Reputation(Player1,11)~ + @114 + X#T1MB11.3 + ~Reputation(Player1,10)~ + @114 + X#T1MB10.3 + ~Reputation(Player1,9)~ + @114 + X#T1MB9.3 + ~Reputation(Player1,8)~ + @114 + X#T1MB8.3 + ~Reputation(Player1,7)~ + @114 + X#T1MB7.3 + ~Reputation(Player1,6)~ + @114 + X#T1MB6.3 + ~Reputation(Player1,5)~ + @114 + X#T1MBModerate + ~Reputation(Player1,4)~ + @114 + X#T1MBALittle + ~ReputationLT(Player1,4)~ + @114 + X#T1MBNotPossible END IF ~~ THEN X#T1MB20.1 SAY @115 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1499)~ + @117 DO ~TakePartyGold(1500) DestroyGold(1500) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB19.1 SAY @118 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1199)~ + @117 DO ~TakePartyGold(1200) DestroyGold(1200) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB18.1 SAY @119 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(999)~ + @117 DO ~TakePartyGold(1000) DestroyGold(1000) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB17.1 SAY @120 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(499)~ + @117 DO ~TakePartyGold(500) DestroyGold(500) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB16.1 SAY @121 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(499)~ + @117 DO ~TakePartyGold(500) DestroyGold(500) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB15.1 SAY @122 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(399)~ + @117 DO ~TakePartyGold(400) DestroyGold(400) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB14.1 SAY @123 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(199)~ + @117 DO ~TakePartyGold(200) DestroyGold(200) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB13.1 SAY @124 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(299)~ + @117 DO ~TakePartyGold(300) DestroyGold(300) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB12.1 SAY @125 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(399)~ + @117 DO ~TakePartyGold(400) DestroyGold(400) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB11.1 SAY @126 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(499)~ + @117 DO ~TakePartyGold(500) DestroyGold(500) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB10.1 SAY @127 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(699)~ + @117 DO ~TakePartyGold(700) DestroyGold(700) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB9.1 SAY @128 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(899)~ + @117 DO ~TakePartyGold(900) DestroyGold(900) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB8.1 SAY @129 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1199)~ + @117 DO ~TakePartyGold(1200) DestroyGold(1200) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB7.1 SAY @130 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1499)~ + @117 DO ~TakePartyGold(1500) DestroyGold(1500) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB6.1 SAY @131 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1999)~ + @117 DO ~TakePartyGold(2000) DestroyGold(2000) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB5.1 SAY @132 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2499)~ + @117 DO ~TakePartyGold(2500) DestroyGold(2500) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB4.1 SAY @133 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(4999)~ + @117 DO ~TakePartyGold(5000) DestroyGold(5000) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB20.2 SAY @134 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2399)~ + @117 DO ~TakePartyGold(2400) DestroyGold(2400) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB19.2 SAY @135 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1899)~ + @117 DO ~TakePartyGold(1900) DestroyGold(1900) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB18.2 SAY @136 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1299)~ + @117 DO ~TakePartyGold(1300) DestroyGold(1300) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB17.2 SAY @137 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(899)~ + @117 DO ~TakePartyGold(900) DestroyGold(900) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB16.2 SAY @138 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(799)~ + @117 DO ~TakePartyGold(800) DestroyGold(800) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB15.2 SAY @139 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(499)~ + @117 DO ~TakePartyGold(500) DestroyGold(500) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB14.2 SAY @140 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(449)~ + @117 DO ~TakePartyGold(450) DestroyGold(450) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB13.2 SAY @141 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(599)~ + @117 DO ~TakePartyGold(600) DestroyGold(600) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB12.2 SAY @142 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(799)~ + @117 DO ~TakePartyGold(800) DestroyGold(800) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB11.2 SAY @143 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(999)~ + @117 DO ~TakePartyGold(1000) DestroyGold(1000) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB10.2 SAY @144 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1399)~ + @117 DO ~TakePartyGold(1400) DestroyGold(1400) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB9.2 SAY @145 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1799)~ + @117 DO ~TakePartyGold(1800) DestroyGold(1800) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB8.2 SAY @146 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2399)~ + @117 DO ~TakePartyGold(2400) DestroyGold(2400) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB7.2 SAY @147 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2999)~ + @117 DO ~TakePartyGold(3000) DestroyGold(3000) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB6.2 SAY @148 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(3999)~ + @117 DO ~TakePartyGold(4000) DestroyGold(4000) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB5.2 SAY @149 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(6499)~ + @117 DO ~TakePartyGold(6500) DestroyGold(6500) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB20.3 SAY @150 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2799)~ + @117 DO ~TakePartyGold(2800) DestroyGold(2800) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB19.3 SAY @132 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2499)~ + @117 DO ~TakePartyGold(2500) DestroyGold(2500) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB18.3 SAY @131 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1999)~ + @117 DO ~TakePartyGold(2000) DestroyGold(2000) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB17.3 SAY @151 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1499)~ + @117 DO ~TakePartyGold(1500) DestroyGold(1500) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB16.3 SAY @138 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(799)~ + @117 DO ~TakePartyGold(800) DestroyGold(800) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB15.3 SAY @152 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(699)~ + @117 DO ~TakePartyGold(700) DestroyGold(700) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB14.3 SAY @153 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(699)~ + @117 DO ~TakePartyGold(700) DestroyGold(700) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB13.3 SAY @154 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(899)~ + @117 DO ~TakePartyGold(900) DestroyGold(900) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB12.3 SAY @155 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1199)~ + @117 DO ~TakePartyGold(1200) DestroyGold(1200) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB11.3 SAY @156 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1599)~ + @117 DO ~TakePartyGold(1600) DestroyGold(1600) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB10.3 SAY @157 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2199)~ + @117 DO ~TakePartyGold(2200) DestroyGold(2200) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB9.3 SAY @158 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2799)~ + @117 DO ~TakePartyGold(2800) DestroyGold(2800) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB8.3 SAY @159 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(3699)~ + @117 DO ~TakePartyGold(3700) DestroyGold(3700) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB7.3 SAY @160 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(3999)~ + @117 DO ~TakePartyGold(4000) DestroyGold(4000) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB6.3 SAY @161 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(7499)~ + @117 DO ~TakePartyGold(7500) DestroyGold(7500) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MBALittle SAY @162 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(4999)~ + @117 DO ~TakePartyGold(5000) DestroyGold(5000) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MBModerate SAY @163 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(7499)~ + @117 DO ~TakePartyGold(7500) DestroyGold(7500) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MBNotPossible SAY @164 IF ~~ THEN EXIT END IF ~~ THEN X#Troubador1NoCoin SAY @165 IF ~~ THEN EXIT END IF ~~ THEN X#Troubador1Final SAY @166 IF ~~ THEN DO ~SetGlobal("X#TT1Deactivate","GLOBAL",1)~ EXIT END END So we can see how a merger of these two ideas can create dialog that can be very tightly tailored to the party, yet give a huge range of options. In this respect, it is a huge step up from Cromwell and Cespy forging, from a role-playing perspective - perhaps your Quest Blacksmith really likes dwarves and hates elves, so his forging prices and availability scale (or perhaps he offers different products to dwarves than elves, or figures out what store to start based on party gold)? Or perhaps reputation has an effect on what types of skills and services are offered? Or what if your crafter NPC operated by level, getting better items to forge, and crosschecked by the reputation of Player1, so that evil <CHARNAME>s got offered Daggers of Hideous Bloodletting, and Paladiny <CHARNAME>s got Daggers Of Riteous Providence? *cough* *cough* sorry, got carried away for a second there. Anyways, back to aAVENGER (RR). The AI for the invisible .cre is nicely set up, so summoning the .cre to access the dialog ("using the ability" in player terms) has the following script: IF OR(2) !Detect(LastSummonerOf(Myself)) StateCheck(LastSummonerOf(Myself),CD_STATE_NOTVALID) THEN RESPONSE #100 DestroySelf() END IF OR(4) Detect([EVILCUTOFF]) ActuallyInCombat() CombatCounterGT(0) AttackedBy([ANYONE],DEFAULT) THEN RESPONSE #100 DisplayStringNoNameHead(LastSummonerOf(Myself),@8120) // This ability cannot be used in a hostile environment DestroySelf() END IF NumTimesTalkedTo(0) Exists(LastSummonerOf(Myself)) !StateCheck(LastSummonerOf(Myself),CD_STATE_NOTVALID) THEN RESPONSE #100 StartDialogueNoSet(LastSummonerOf(Myself)) END That means block 1 deletes the .cre if the summoner disappears, if there is some kind of combat going on, or if a fireball trap just went off in the vacinity toasting the .cre... but if everything is a-ok, then the invisible .cre will start dialog with the actor that brought it into existence, accessing those options. OK, so far we have option 1 - build it through dialogs and timers, resolving it with either immediate creation and a "cooldown period", or commission and creation after the end of the timered "creation interval". option 2 - set up a spell that Aran can cast from either an innate ability/special ability slot or a dialog option that launches this invisible .cre and allows access to the menu. We haven't figured out *how* the .cre gets summoned yet, but we know it is attached to the way HLAs work, and we know that because aVENGER (RR) is looking at modifying and expanding existsing HLAs, which brings in the idea that perhaps cloning existing HLAs and adding them to Aran might be fun too, but I am nipping that line of inquiry in the bud because it involves much more research than even I find interesting. That is a level of script-guru stuff that I would rather beg the Big Boyz And Big Girlz to help me with if I ever have to. I don't mind going to the dentist, but I sure as heck don't volunteer for root canals without anaesthetic! Hey, so far this is pretty fun. Why don't we give it a twist further into the deep, and instead of using dialog or existing HLAs, build a level-advancing special ability that uses the special ability slots? Who does that? Well, Amber does. Emulating HLA Behaviors With Custom Stuff. Here is a snippet of Darios & Miera's Amber m#amber.baf, starting at line 3144. // Amber's racial special abilities IF XPGT(Myself,220000) GlobalLT("M#AmberLvl","GLOBAL",11) THEN RESPONSE #100 ApplySpellRES("M#INCFR",Myself) IncrementGlobal("M#AmberLvl","GLOBAL",1) END IF XPGT(Myself,440000) GlobalLT("M#AmberLvl","GLOBAL",12) THEN RESPONSE #100 ApplySpellRES("M#INCFR",Myself) IncrementGlobal("M#AmberLvl","GLOBAL",1) END IF XPGT(Myself,660000) GlobalLT("M#AmberLvl","GLOBAL",13) THEN RESPONSE #100 ApplySpellRES("M#INCFR",Myself) IncrementGlobal("M#AmberLvl","GLOBAL",1) END IF XPGT(Myself,880000) GlobalLT("M#AmberLvl","GLOBAL",14) THEN RESPONSE #100 ApplySpellRES("M#INCFR",Myself) IncrementGlobal("M#AmberLvl","GLOBAL",1) END IF XPGT(Myself,1100000) GlobalLT("M#AmberLvl","GLOBAL",15) THEN RESPONSE #100 ApplySpellRES("M#INCFR",Myself) IncrementGlobal("M#AmberLvl","GLOBAL",1) END IF XPGT(Myself,1320000) GlobalLT("M#AmberLvl","GLOBAL",16) THEN RESPONSE #100 AddSpecialAbility("M#CONTAG") ApplySpellRES("M#INCFR",Myself) IncrementGlobal("M#AmberLvl","GLOBAL",1) END So what is happening here? Well, Darios and Miera are taking advantage of the same set of resources that aVENGER(RR) is modifying. They are creating a leveling structure outside of HLA tables to create a custom HLA that improves as we go up in level. in this case, they want Amber to get progressively more fire resistant, and gain some tiefling abilities, but since BG2 didn't create tieflings as a race, they are adding these abilities to her this way: OK, so the script is adding a spell. In the first case, skipping the whole spell-adding-to-ids thing, and just using the spell as a way of adding a permanent effect to the target, and in the second adding it as a special ability, with its own cool icon, and space on the menu. Yeah, right. How? How is that spell called, and what does it actually do? Opening up NI, we find that a custom spell M#INCFR is added by Amber as a Fire Resistance Bonus (30) with a living Actor as target. OK, we have the custom spell we can build a resource that adds an effect, and then use ApplySpellRES(S:RES*, O:Target) to dump it onto our NPC via script. Now for the Special Ability - This one has an icon (SPWI409B.BAM) assigned, and is named "Contageous Eye", has its spell type set as innate, and a secondary type = disabling, and a whole set of effects (disease, playing a character string, etc. - all sorts of stuff). Lots of fun stuff to go poke around with in NI or DLTCEP. So to add in a Special Ability that casts like a spell, we can do all sorts of stuff, and add it as an innate ability by simply scripting that AddSpecialAbility(S:ResRef*). But what about summoning that .cre? The spell itself does that - how? Let's go back and look more closely at aVENGER (RR)'s Alchemy work. What does his RR#ALCHT.SPL do? ok, so it plays a sound, throws some color around, and accesses an EFF file. and what does that RR#ALCH.EFF do? So now we have a way of doing this in an innate slot, as well - we can create a leveling script that allows him to call a .cre into being, so if we wanted to we could make the .cre called dependent on both level and type, swapping all sorts of .cres in an invisible .cre shell game if we wanted to - we could even drive the player nuts, and make not only the choices random but the type of spell random (or dependent on what classes are in the party). We could get really crazy with this, if we wanted.
  12. DisplayStringHead() or, classic commentary that sneaks past conversation In all of the i.e. engine games, there is a "shortcut" to side commentary - stuff that is either sotto voce or minor sidebar commentary not really worth a full interruption of the action for a full dialog treatment. This shortcut is displaying a short string, very short, over the head of the speaker, for example the *groan* and *gasp* comments in the healer's hut at the beginning of IWD2, or in its most direct usage, Lilacor's occassional comments (though that actually uses a related command, not DSH(), but you get the point. Now, at one time in i.e. moding history, everyone seemed to be in love with this usage, especially with items - a talking item, way cool! But, as things have gone on, this kind of thing in BG2 has been only used occasionally, and with some pretty specific intent. Let's look at it, though, because it could help out with some side comments and take a burden off of building a tone of little two-liner interchanges. As always, we can always turn it off via setting or unsetting a blocking variable, so players who hate this can drop the content, and folks who like it can add it in. When too Much Is Too Much Perhaps this might make it into banter territory - short and sweet. But does the party really needs to stop and hear all that? there is not much point to it, and it is scenery dialog. But this one really, really cannot be worth a single dialog box popping... or even Now, most modders don't add this stuff much - except for some cutscenes work, hardly ever. A little goes a long, long way, and frankly the game uses the same vehicle for "out-of-character pointers", so it can be distracting. Lilacor is a PITA I seldom enjoy for long, even though he is an interesting personality... or the first 5 playthroughs... So who has used this and how can we see what it is all about? BioWare™ BG2 Usage Surprisingly, according to a search of all decompiled .bcs shipped with BGII-SoA and updated to ToB, 1,398 times in .bcs. Wow. OK, there are alot of BG files included in that number, but still - a pretty darned high incidence of usage for something that is not particularly noticeable. Most of the usage is simple stuff, scenery stuff, but here are two quick samples: usage as stage direction or hint for the player This example is how the dividing troll, well, "divides". file BGII - SoA\bg2_bcs\TROLUO01.BAF IF HPLT(Myself,10) THEN RESPONSE #100 DisplayStringHead(Myself,49970) // To your horror the troll's corpse heaves, and with a violent splash two smaller trolls emerge from the body. SmallWait(1) CreateVisualEffectObject("ICCSWOUI",Myself) Wait(1) CreateCreatureObject("trollsm2",Myself,0,0,0) // Troll CreateCreatureObject("trollsm2",Myself,0,0,0) // Troll CreateVisualEffectObject("ICCSWOUI",Myself) DestroySelf() END usage as scenery dialog not worthy of a conversation Here, the Beastmaster in the Gladiator pits bemoans the loss of his companion, without pausing to interrupt the combat with a long banter and digressive diatribe about the fundamental unfairness of clobbering an animal with an automatic rifle instead of using nature's equipment and taking her on with just your own bare hands, followed by a small eulogy, while for some reason all combat ceases and people chat about waiting for the fight to restart: file BGII - SoA\bg2_bcs\BEAST.BAF IF See([PC]) Dead("Tabitha") !StateCheck(Myself,STATE_CHARMED) Global("cry","LOCALS",0) THEN RESPONSE #100 DisplayStringHead(Myself,2544) // My Tabitha...loyal to the end. Your death I shall avenge, on that I swear. Enemy() SetGlobal("cry","LOCALS",1) END and of course, the usage for our favorite talking sword, in baldur.bcs NOTE: [DON'T DO THIS EVAR EVAR EVVVVARRRRRR!!!! You had better know your crap thoroughly before you mess with the master script, or you risk really messing up the game for EVERYONE... way not cool... and it runs all the time, and a big baldur.bcs slows everything down, so even if you don't screw it up, you slow down everyone else whether your mod is active or not, or the player is using your content or not - you basically just added a permanent ankle weight to the whole game, so it had better be absolutely necesssary and bloody well worth it, too. Use multiple area scripts with checks for your content being active. Use your NPC script. Heck, use whatever you can figure, and if you can't figure it out, ask every modder you have ever heard of. Seriously. Even if you weight it correctly, and set an immediate blocking variable like InParty("myNPC"). Sorry, rant over. ] file BGII - SoA\bg2_bcs\BALDUR.BAF, the related "DisplayStringHeadOwner()", so that if an item is equipped it will DSH() on the actor... IF Delay(600) CombatCounter(0) OR(6) HasItemEquipedReal("sw2h14",Player1) // Lilarcor HasItemEquipedReal("sw2h14",Player2) // Lilarcor HasItemEquipedReal("sw2h14",Player3) // Lilarcor HasItemEquipedReal("sw2h14",Player4) // Lilarcor HasItemEquipedReal("sw2h14",Player5) // Lilarcor HasItemEquipedReal("sw2h14",Player6) // Lilarcor THEN RESPONSE #10 DisplayStringHeadOwner("sw2h14",20580) // I may be an intelligent sword, but I've had no formal edumication. RESPONSE #10 DisplayStringHeadOwner("sw2h14",20779) // Can we go kill something now, huh? RESPONSE #10 DisplayStringHeadOwner("sw2h14",20780) // How about now? No? RESPONSE #10 DisplayStringHeadOwner("sw2h14",20956) // Come on let's kill something NOW! RESPONSE #10 DisplayStringHeadOwner("sw2h14",24939) // mmmm.... now? RESPONSE #10 DisplayStringHeadOwner("sw2h14",25349) // What about now? RESPONSE #10 DisplayStringHeadOwner("sw2h14",31258) // Now? Please? Pretty please? RESPONSE #10 DisplayStringHeadOwner("sw2h14",31259) // I don't know what you were expecting, but as a sword I'm pretty one-dimensional in what I want. RESPONSE #10 DisplayStringHeadOwner("sw2h14",31260) // Can we go whack something now? RESPONSE #10 DisplayStringHeadOwner("sw2h14",31638) // Let's whack something eeeeevvvvillllll.... RESPONSE #10 DisplayStringHeadOwner("sw2h14",31639) // Why don't we go kill that over there? RESPONSE #10 DisplayStringHeadOwner("sw2h14",31640) // You know, I was a Moonblade once. RESPONSE #10 DisplayStringHeadOwner("sw2h14",31641) // You really need to clean me. I like to shine! RESPONSE #10 DisplayStringHeadOwner("sw2h14",31646) // Are we going to kill something now, maybe? Huh? RESPONSE #10 DisplayStringHeadOwner("sw2h14",31649) // You know, my last owner always said I was sharp and edgy. He was such an ass. RESPONSE #10 DisplayStringHeadOwner("sw2h14",31651) // I don't chop wood. I am not an axe. RESPONSE #10 DisplayStringHeadOwner("sw2h14",31652) // Now! Now! Kill something now!! Yeah! RESPONSE #10 DisplayStringHeadOwner("sw2h14",31654) // Booooo-ring! RESPONSE #10 DisplayStringHeadOwner("sw2h14",31655) // (sigh) RESPONSE #10 DisplayStringHeadOwner("sw2h14",31656) // (double sigh) RESPONSE #10 DisplayStringHeadOwner("sw2h14",6433) // Wanna go kill that over there? C'mon, let's kill somthin'! END IF Delay(125) !CombatCounter(0) OR(6) HasItemEquipedReal("sw2h14",Player1) // Lilarcor HasItemEquipedReal("sw2h14",Player2) // Lilarcor HasItemEquipedReal("sw2h14",Player3) // Lilarcor HasItemEquipedReal("sw2h14",Player4) // Lilarcor HasItemEquipedReal("sw2h14",Player5) // Lilarcor HasItemEquipedReal("sw2h14",Player6) // Lilarcor THEN RESPONSE #10 DisplayStringHeadOwner("sw2h14",839) // You deal, I'll cut! RESPONSE #10 DisplayStringHeadOwner("sw2h14",844) // Let's see what's inside this one! Yeah! RESPONSE #10 DisplayStringHeadOwner("sw2h14",849) // Come get some! Boo-yah! RESPONSE #10 DisplayStringHeadOwner("sw2h14",869) // Choke up, dolt, your grip is all wrong! RESPONSE #10 DisplayStringHeadOwner("sw2h14",2308) // Hands up, kiddies, who wants to die?! RESPONSE #10 DisplayStringHeadOwner("sw2h14",2389) // Mmmm... tastes like chicken! RESPONSE #10 DisplayStringHeadOwner("sw2h14",4393) // Sissy fighter! You grab, I'll scratch! RESPONSE #10 DisplayStringHeadOwner("sw2h14",31659) // Muwahahaha-ha-ha!! RESPONSE #10 DisplayStringHeadOwner("sw2h14",31660) // You can't be serious! RESPONSE #10 DisplayStringHeadOwner("sw2h14",7908) // Ooo, that'll leave a mark! RESPONSE #10 DisplayStringHeadOwner("sw2h14",8480) // Murder! Death!! KILL!!! RESPONSE #10 DisplayStringHeadOwner("sw2h14",9687) // Who's your daddy! RESPONSE #10 DisplayStringHeadOwner("sw2h14",9800) // We got a gusher! RESPONSE #10 DisplayStringHeadOwner("sw2h14",10725) // Are YOU talking to ME?!! RESPONSE #10 DisplayStringHeadOwner("sw2h14",11255) // Some of my finest work! RESPONSE #10 DisplayStringHeadOwner("sw2h14",12671) // I'm the best at what I do, and what I do ain't pretty! RESPONSE #10 DisplayStringHeadOwner("sw2h14",31662) // Yeah! Hit it! Hit it again! RESPONSE #10 DisplayStringHeadOwner("sw2h14",31663) // I am invincible! Invincible, I say! RESPONSE #10 DisplayStringHeadOwner("sw2h14",32426) // Wouldn't it be cool if you could dual-wield me? RESPONSE #10 DisplayStringHeadOwner("sw2h14",19304) // YOINK! Got yer nose! RESPONSE #10 DisplayStringHeadOwner("sw2h14",19441) // My brother is a +12 Hackmaster! RESPONSE #10 DisplayStringHeadOwner("sw2h14",19638) // I love the smell of daisies in the morning! RESPONSE #10 DisplayStringHeadOwner("sw2h14",20059) // Swing harder! Swing harder!! RESPONSE #10 DisplayStringHeadOwner("sw2h14",20396) // Bring 'em on! I ain't done! RESPONSE #10 DisplayStringHeadOwner("sw2h14",20457) // Oh yeah! RESPONSE #10 DisplayStringHeadOwner("sw2h14",31658) // Let's dance! RESPONSE #10 DisplayStringHeadOwner("sw2h14",34689) // Kill it! Kill it quick before they're all gone! RESPONSE #10 DisplayStringHeadOwner("sw2h14",36145) // Kill kill kill! Yeah! Cool!! RESPONSE #10 DisplayStringHeadOwner("sw2h14",41815) // ...and this one's for grandma, who said I'd never amount to anything more than a butterknife!! RESPONSE #10 DisplayStringHeadOwner("sw2h14",6434) // Hot butta! RESPONSE #10 DisplayStringHeadOwner("sw2h14",6435) // You feel lucky, punk? RESPONSE #10 DisplayStringHeadOwner("sw2h14",6441) // Oooh, I'm shaking! Haha! RESPONSE #10 DisplayStringHeadOwner("sw2h14",6442) // Oooh, throw a coin in that fountain! Hahaha! END Well, ok, what about mods? One of my favorite ones uses it in a way that I would not consider - I would rather some of Tashia's stuff was actually set up as dialog or banters, but some of them are pretty enjoyable as throw-away lines: I like her flirting, with some cool one-liner put-downs, using a random response and resetting the LOCALS value to zero for a new cycle - pretty darned cool, since they are one-liners, and don't need a bunch of responses: IF Global("DoFlirt","LOCALS",5) THEN RESPONSE #10 SetGlobal("DoFlirt","LOCALS",0) DisplayStringHead(Player1,@280) // Excusez-moi, je... sans vouloir vous offenser... mais vous êtes un de ces étrangers dont tout le monde parle, n'est-ce pas ? Un aventurier venu du nord ? RESPONSE #10 SetGlobal("DoFlirt","LOCALS",0) DisplayStringHead(Player1,@281) // Le parchemin de Helm dispara”t avec la destruction de l'avatar de Démogorgon. RESPONSE #10 SetGlobal("DoFlirt","LOCALS",0) DisplayStringHead(Myself,@282) // P-par pitié, ne me faites pas de mal ! Je... je suis venu vous voir parce que j'ai entendu parler de votre grand pouvoir, étranger. Vous... vous êtes bien un aventurier venu du nord, n'est-ce pas ? RESPONSE #10 SetGlobal("DoFlirt","LOCALS",0) DisplayStringHead(Player1,@283) // RESPONSE #10 SetGlobal("DoFlirt","LOCALS",0) DisplayStringHead(Player1,@284) // RESPONSE #10 SetGlobal("DoFlirt","LOCALS",0) DisplayStringHead(Player1,@285) // Mais oui, bien sûr. Tout le monde peut voir que vous êtes un homme extraordinaire, pardonnez-moi. RESPONSE #10 SetGlobal("DoFlirt","LOCALS",0) DisplayStringHead(Player1,@286) // Et toi, tu dois être celui dont parlait le garçon près du cimetière. RESPONSE #10 SetGlobal("DoFlirt","LOCALS",0) DisplayStringHead(Player1,@287) // On vous a parlé de moi ? Oui, c'est vrai que c'est une petite ville. Et à l'écart de tout, c'est-ce que j'ai pensé... suffisamment pour que personne ne me trouve ici. Quelle grossière erreur ! RESPONSE #10 SetGlobal("DoFlirt","LOCALS",0) DisplayStringHead(Player1,@288) // C'est une aubaine que quelqu'un d'aussi puissant que vous soit venu dans ce coin perdu. Je pensais qu'Amkethran serait suffisamment loin de tout pour que personne ne m'y trouve, mais je me trompais ! RESPONSE #10 SetGlobal("DoFlirt","LOCALS",0) DisplayStringHead(Player1,@289) // Je ne veux pas vous importuner, étranger, mais je cours un très grave danger ! J'ai besoin de votre aide ! J'implore de vous une faveur, messire, sinon ma fille et moi allons sûrement mourir ! END Where I disagree with the usage is when there are several lines passed back and forth. Not the ones that might be mini-banters, like this funny little jibing of Jaheira's snoring: IF InParty(Myself) PartyRested() AreaType(DUNGEON) See("Jaheira") InParty("Jaheira") !Global("SnoreJaheira","GLOBAL",1) THEN RESPONSE #100 SetGlobal("SnoreJaheira","GLOBAL",1) DisplayStringHead(Myself,@123) // No such index Wait(3) DisplayStringHead("Jaheira",@124) // No such index Wait(3) DisplayStringHead(Myself,@125) // No such index Wait(3) DisplayStringHead("Jaheira",@126) // No such index Wait(3) DisplayStringHead(Myself,@127) // No such index END but the ones where Player1 is scripted the response. I hate that. Even for one liners, if there is going to be a reply, unless Player1 has been brainsucked and dominated, there really is no reason I can think of to not give the player some choice. I like this sequence in-game, but then, I like Tashia and I like those responses. But I play certain types of characters. I would rather have choices to match more roleplaying options. One I would rewrite as a banter: IF Global("SleepComment","LOCALS",3) THEN RESPONSE #100 SetGlobal("SleepComment","LOCALS",0) SetGlobal("PillowTalk","LOCALS",1) StartCutSceneMode() MoveViewObject("Tashia",INSTANT) FaceObject(Player1) DisplayStringHead(Myself,@77) // No such index Wait(3) DisplayStringHead(Myself,@78) // No such index Wait(2) DisplayStringHead(Player1,@79) // No such index Wait(2) DisplayStringHead(Myself,@80) // No such index Wait(2) DisplayStringHead(Player1,@81) // No such index Wait(2) DisplayStringHead(Myself,@82) // No such index Wait(3) DisplayStringHead(Myself,@83) // No such index EndCutSceneMode() END The most common mod usage is for combat script, like this snippet of Amber that gives a potion to a fellow player if the conditions are right (Comments by Darios): // ********************************************************************** // * Segment Name: dai_AmberHealLIPotions.baf // ********************************************************************** //Pass a potion to the Love Interest - this may not always work due to IE limitations //This is triggered by a 2001call from DPLAYER3.BCS or from gs_2001Call.baf //Works for both PCS and non-PCS parties //If Amber has a potion..... problem is, this will make her pass all potions of type //This is an IE limitation: GiveItem always gives all items of the specified type //Superior healing IF ActionListEmpty() !CombatCounter(0) Heard(Player1,2001) Global("M#AmberRomanceActive","GLOBAL",2) Global("M#AmberMatch","GLOBAL",1) !StateCheck(Player1,STATE_OUT_OF_ACTION) !HasItem("potn08",Player1) !HasItem("potn52",Player1) !HasItem("potn55",Player1) HasItem("potn55",Myself) THEN RESPONSE #100 GiveItem("potn55",Player1) DisplayStringHead(Myself,@58) // Quickly, my love! Drink this! END All these can get the job done written into the .baf files. Just check which versionn of WeiDU you are using - up until recently, you *had* to add USING to your traification stuff with compiling .baf files, even if you used AUTO_TRA. I am not sure if it is necesary now, but I will have to wait a bit to test or get comments, so it is probably safest to use COMPILE ~mybaf.baf~ USING ~mybaf.tra~ DisplayStringHead(Myself,~They at least no is wuss around here.~) DisplayStringHead(Myself,%They at least no is wuss around here.%) DisplayStringHead(Myself,@247) /* or, if there already is a string reference to use, */ DisplayStringHead(Myself,46150) // quaffs a potion You can also call an entire conversation this way, back and forth. Take a look at these two cool blocks from Zrayen's "Beyond The Law". This one kicks the party hard (though safer action is to kick them out of the party and then set them as enemies) if the script sees the listed conditions: // If the PC attacks Brega or Bylanna or Prelate Radiant Heart IF OR(2) InParty("Kiyone") InParty("Kova") OR(8) Allegiance("habrega",ENEMY) Allegiance("bylanna",ENEMY) Allegiance("hprelate",ENEMY) Allegiance("Z#ARDEL",ENEMY) Allegiance("Z#Baev",ENEMY) Dead("hprelate") Dead("bylanna") Dead("habrega") THEN RESPONSE #100 DisplayStringHead("Kiyone", @804) DisplayStringHead("Kova", @805) ActionOverride("Kiyone", Enemy()) ActionOverride("Kova", Enemy()) END and this one does a randomly different statement when it is run: IF GlobalGT("GovtMeetGuards","GLOBAL",3) THEN RESPONSE #10 SetGlobal("GovtMeetGuards","GLOBAL",2) DisplayStringHead("Kiyone", @810) ReputationInc(-1) RESPONSE #10 SetGlobal("GovtMeetGuards","GLOBAL",2) DisplayStringHead("Kiyone", @811) ReputationInc(-1) RESPONSE #10 SetGlobal("GovtMeetGuards","GLOBAL",2) DisplayStringHead("Kiyone", @812) ReputationInc(-1) END Chloe uses it to inform the player that they have Transgressed Against The Will Of God (Or At Least The Modder) by trying to use Chloe's special item: // FIRE FIRE FIRE!! Hehehehe, FIRE, yeah FRY 'EM! // SW 1 IF !HasItemEquiped("CHLOSW1","Chloe") HasItemEquiped("CHLOSW1",Player1) THEN RESPONSE #100 DisplayStringHead(Player1,~Only a chosen of Akadia can wield this weapon. You have commited sacriledge~) CreateVisualEffectObject("SPSCHGI",Player1) CreateVisualEffectObject("SPHOLYWD",Player1) CreateVisualEffectObject("SPHOLYMT",Player1) CreateVisualEffectObject("SPGENHLA",Player1) CreateVisualEffectObject("SKYBOLT",Player1) CreateVisualEffectObject("SPFIREPI",Player1) CreateVisualEffectObject("SPFIRSDI",Player1) ActionOverride(Player1,ReallyForceSpell(Player1,WIZARD_FIREBALL)) Kill(Player1) END (Hey, put a half-crazy god-child in your party and take her stuff, and I guess you really get what you deserve, even if it is a game killing TKO... I reallyy hope you saved. You did save, didn't you...) Opportunities for Aran Well, there are some things that really don't need much. I have some odd things here and there for fun, like this one, which could be dropped from a single line called in dialog to a simple one liner DSH(): in .baf /* Shade Lord (Darios) */ IF Killed([0.UNDEAD.SHADOW.SHADOW.0.FEMALE]) // Shade Lord Global("c-silencearan","GLOBAL",0) Global("c-aranshadelord","LOCALS",0) OR(2) AreaCheck("AR1400") // Temple ruins AreaCheck("AR1404") // Temple ruins restored InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 SetGlobal("c-aranshadelord","LOCALS",1) END in .d /* Shade Lord (Darious) */ IF ~Global("c-aranshadelord","LOCALS",1) Global("c-silencearan","GLOBAL",0)~ THEN BEGIN c-aranshade1 SAY ~[ARAN] Ah, light! Lathandar's Luminated Lamp, that's a right fine thing to see. I was beginnin' to think we'd never see naught but shadow, darkness, an' death.~ IF ~~ THEN DO ~SetGlobal("c-aranshadelord","LOCALS",2) SetGlobalTimer("c-aransmalltalk","GLOBAL",300)~ EXIT END becomes /* Shade Lord (Darios) */ IF Killed([0.UNDEAD.SHADOW.SHADOW.0.FEMALE]) // Shade Lord Global("c-silencearan","GLOBAL",0) Global("c-aranshadelord","LOCALS",0) OR(2) AreaCheck("AR1400") // Temple ruins AreaCheck("AR1404") // Temple ruins restored InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 DisplayStringHead(Myself,~Ah, light! Lathandar's Luminated Lamp, that's a right fine thing to see. I was beginnin' to think we'd never see naught but shadow, darkness, an' death.~) SetGlobal("c-aranshadelord","LOCALS",1) SetGlobalTimer("c-aransmalltalk","GLOBAL",300) END Or what about exchanges that are too short for dialog? /* Korgan Doppleganger */ IF See([0.0.DOPPLEGANGER]) Global("c-silencearan","GLOBAL",0) Global("c-arandopple","LOCALS",0) InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) InParty("korgan") !StateCheck("korgan",CD_STATE_NOTVALID) !StateCheck("korgan",CD_STATE_NOTVALID) THEN RESPONSE #100 DisplayStringHead("korgan",~That be one ugly bastard.~) Wait(2) DisplayStringHead(Myself,~Hey! He looks just like me!~) Wait(2) DisplayStringHead("korgan",~That's what I said.~) Wait(2) SetGlobal("c-aranarandopple","LOCALS",1) SetGlobalTimer("c-aransmalltalk","GLOBAL",300) END Or perhaps something for the ladies in service... /* ..And Your Beady Little Eyes on the Road Ahead (10 points for song reference) */ IF CombatCounter(0) Global("c-silencearan","GLOBAL",0) See("kpmaid01") Global("c-aranchanelle","LOCALS",0) InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 DisplayStringHead(Myself,~Well, now, you are a pretty lass...~) Wait(2) DisplayStringHead("kpmaid01",~Watch those hands, sirrah.~) Wait(2) SetGlobal("c-aranchanelle","LOCALS",1) SetGlobalTimer("c-aransmalltalk","GLOBAL",300) END Or even a minor interlude with a friend... /* Childish Jokes Are Almost Always Funny */ IF Global("c-silencearan","GLOBAL",0) OR(2) GlobalGT("c-arananomen","LOCALS",0) // banter fired, needs G<>L check GlobalGT("c-anomenaran","LOCALS",0) // banter fired, needs G<>L check Global("c-arananomenf","LOCALS",0) InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) InParty("anomen") !StateCheck("anomen",CD_STATE_NOTVALID) !StateCheck("anomen",CD_STATE_NOTVALID) THEN RESPONSE #100 DisplayStringHead(Myself,~*BUUURRPPPP*~) Wait(2) DisplayStringHead("anomen",~Control yourself, Whitehand. That is churlish behavior.~) Wait(2) DisplayStringHead(Myself,~Sir, Yes Sir. No more loud burpin', Sir.~) Wait(3) DisplayStringHead(Myself,~*fffbbbbbt*~) Wait(2) SetGlobal("c-arananomenc","LOCALS",1) SetGlobalTimer("c-aransmalltalk","GLOBAL",300) END This just might have some possibilities.
  13. OK, a quest. Or quests. Or something that Aran brings to the table in terms of gently adding to the story or fleshing it out, without hijacking the plot. Does he need one? No, not really. There are lots of NPCs out there that are useful additions that carry no real plot beyond a copy of traditional themes, shadowing in-game ideas of betrayal, love, conquest, good versus evil, rescuing Boo, cooking Boo over an open fire, Slaying The Evil Ones And Gaining The Gratitude Of The Gods™ (all rights reserved, MGM Studios, 1929). We have NPCs that add no quest content at all. We have intricate plotlines like Beyond The Law that seek both entertainment and some social tweaking/thinking, controlling single-viewpoint storytelling quests like Saerileth, open character-building plotlines/encounters like Keto's quest, and a whole ton of romantic plots that can entertain a player. So, what could we possibly add to this mix that does not already exist in some form or fashion, and fits Aran? He is not Chloe or other god-children, or Sheena the half-dragon, Kivan of dark and sad twisted fate, or even Nalia who is at least a Noble and should darned well expect some quest-like content cropping up. I mean, really - running a darned fiefdom is no picnic in the Realms - and she has to deal with <CHARNAME>> to boot. So what is it that Aran brings to the party? He is supposed to be, well, normal. Or as normal as Faerun really gets, anyways. Kind of that gruff travelling trader/fighter/scribe type, a Have Gun Will Travel, only not so much into the Lone Gunman role... the guys that are one step behind John Wayne (OK, so perhaps Ms. Jonie Wayne, since the protagonist can be male or female) in the 5th Cavalry Charge. You know. The one who takes the bullet for our hero, or hands our hero the extra ammo, or holds his horse - bit actor parts at best. No secret angsty famly to save - his sister is a mage off in Waterdeep, and his family has all retired from trading oster work. No roots put down, so no former girlfriend to rescue - a hint of slaver work that he detested and decided against doing ever again, lots of mercenary battles, some study with itenerant scholars - a jack-of-all-trades, master of none. Hmmm. Perhaps what Aran needs is not a Quest, but an Anti-Quest. Or a series of them. Traditionally, Quests are fun diversions. After all, we know the main plotline, and unlike Morrowind, you really can't ignore it successfully forever without simply abandoning your game and starting over (a nasty habit, that. I am opening my own chapter of "BG2 Plot-Restarters Anonymous", if anyone else wants to join. Anonymously, of course. To join, simply do not send me an email and never admit you joined to anyone, and voila - you are in). Some folks want tons of 'em. Some want specific ones. Most NPC quests require the NPC to actually be there, or involve her being kidnapped and having to be rescued, etc. But the predominant characteristic of BG2 NPC quests is that they seem to be attempts to play up the character in a situatiion that fleshes out thier backstory and provides a glimpse of what the mod maker though would be really cool for the NPC to do (or the PC to do to/for the NPC). This is to be expected - basically, it is the CRPG equivalent of literary sub-plots, which can enlighten and entertain while forwarding or obscuring the story, however the story works. C-3PO and R2D2 were just oddities in the first Star Wars movies - it wasn't until we saw the whole sequence unfold or read the books that we began to find out how deeply enmeshed in the action two little plot-device/comic-relief 'droids actually complete a nice little subplot and tie stories together, providing a thread to follow that enriches the whole. The best example of this device in TV Sci-Fi that I can think of is Babylon 5, which was a masterful use of entire story-arcs built entirely out of "sub-plots" - until the series writers twisted them into a rope that really became one big story. It is so important to us players/readers, that entire genres of fiction are based not on primary or secondary characters in the Forgotten Realms / Star Trek Universe / Honorverse / BuffyVerse / whatever - we create entirely new characters to live and breath in those worlds, interacting with those worlds. the paperback sci-fi/fantasy section of our local bookstore shows us that there is a large market for stories that expand or reinforce the playground universe of WarHammer, or Star Wars, or Dragonlance, or Forgotton Realms. We are either incredibly creative, or incredibly out of touch with day to day survival. Not that I care - I have a Morrowind game, BG2 game, Tutu game, and a good CoH RTS going, so don't talk to me about day to day survival unless you can tell me how to find more Ash Yams so I can punch up my Alchemy Skill and enhance my intelligence so that I can create better potions using Ash Yams. Or perhaps explain why I just can't seem to make my Rangers take Hill 101 by the timed deadline for the combat medal... so far, 9 tries, 9 failures. Bleh! Plotting Quests DM-ing by the anti-numbers In my book, good DMs provide four things every single time: a goal, a conflict or consequence of failing to attain the goal, an adversary or obstacle to overcome, and finally - plot points. For DM'ing, plot points are pretty similar to the screenplay/writer/author/novelist idea, in that they are a point at which the plot can pivot or change direction unexpectedly, or even cease to be important as a new direction is revealed. There are lots of folks who actually study this kind of thing, so if you are one, awesome - good luck on your next book, and I honestly hope you have success. Luckily, I have a paying gig and have no aspirations of being a real author (I starved and scraped and did enough things that I am ashamed of being a musician, thank you very much - I don't relish repeating it in yet another career that chews creative people up and spits them out without much regard for things like, say, a reasonable income. Or sleep. Or even food.) I am stealing the phrase 'plot point' and applying it in a personal way, so if you have already read the latest greatest "How To Write The Next Great Original American Novel In Twenty Days™" or just came back from a writer's seminar at Harvard (better yet Bennington or Oxford or Cambridge, because they have real writers there) way cool - go write that damned novel and let a musician misuse terminology. For my purpose, I am going to say that a plot point is the point where the players can completely and utterly screw up their DM. In a novel or screenplay, the author has a story (or stories) and the reader follows the story (or dumps the book at the next train station to inflict in on some poor unsuspecting soul who just needed to pass the time). The difference in really awesome DM'ing is that each one of the critical points of the story, the part where the author drives the story forward or teases the reader by tossing new light on the matter or whatever - the element of choice creeps in. A group of players doesn't "know" the story, so they can't make the "right choice". And that is really, really fun. It can lead literally anywhere, for any reason, and usually in the manner least expected. For example, the classic plotpoint, meeting the Lich who will give the quest to our party of intrepid adventurers. Deus Ex Machina is nice, but a little goes a long way. And having a quest forced on you just plain stinks, in my book - though I understand that for some NPCs, the modder feels that the characterization makes it an all or nothing proposition. Although she is not alone in the modding world in this regard, she is one of the absolutely classic examples of "directional"storytelling, Saerileth again springs to mind - one story, strong character, definite "yes" and "no" answers, and that means less player choice. You go through the story, but in order to fit Saerileth in the party, you go through *her* story. I actually am ok with that story, but Aran is the antithesis of "thou shalt do this or thy evilness shalt rip my teenage heart in two and I shall die of the pain thou hast caus-ed mine own". He would be more like Now, how much choice can we accomplish in the i.e. engine? lots. Tons. WAY TOO MUCH. Because although the concept of a freeform awesome DM'ing of player choice, you need to create your own game. We have Limitations™. There are Canonical Rules™. There is also the little teeeeeny consideration that the darned quest would never be finished if every single major point had a measly 5 choices, and their points had 5 choices, and so on, and so on (I hope Prell doesn't sue me for stealing their commercial). For that, you need real people, so you need a PbP or a gaming group, or an online group of some kind. For BG2, you have to draw some limits. Let's see what we might need to do to limit Aran. Has to be Faerunian, even if it isn't completely Old Skool Canonical Treatment. Should fit 2E rules and expectations, probably should reference correct timeline (even though they kind of screwed that up a bit in the game - fans are notoriously more picky about that than the original authors in almost every setting, except perhaps Tolkein Himself.) Has to take place in chapter 2 or 6, because we didn't make Aran a Drow or a pirate, or set him up with a backstory that puts him in Saradush somehow. And that is a pretty crowded set of chapters, let me tell you. Has to try to not spoil the main plot with info too early, and yet have some attraction to being done/accomplished that makes sense to the PC (no pulling a sword from a stone to become the next King Of Amn, and no suddenly discovering that Aran is actually Elminster's First Cousin and Future Ruler of a Moonshea Isle... it really needs to follow the goals of the PC, not Aran. Bit part, remember? Must be Equity, but not command a star billing and salary...) OK, some minimal stuff - what does that leave us with? How about a quick brainstorm. What would a JOAT (Stainless Steel Rat, a great story, go read it) do when hired by a Bhaalspawn bent on Saving/Dominating The World? After all, he is Pinky to <CHARNAME> The Brain.... GOALS: Help The BhaalSpawn Succeed. Potential plots that might fit that goal: gather information on OBE's (Other Bhaalspawn Enemies) (if you are British, you get it...) find scrolls of power or a secret cache of gold/items that could help the PC (Pirate Gold, ARrrrrrr....) arrange mercenary work for money using contacts (Conquerers For rent. Reasonable Rates. No Dragons. Apply within.) build a man from scrap parts labled "Abbey... abby something - abby-normal" and bring him back to life (Hey, how did Young Frankenstien get in here? Commonplace occurrence in FR, so scrap this one!) discover plot against PC by local authorities scared of the Prophecy and resulting business losses (Leave the guns. Take the canolis.) CONSEQUENCE/CONFLICT: Tasks Distracting From Main Goal. mercenary network of information can work for or against the merc - what happens when you are in the posse of the Notorious BiG (Bhallspawn Interest Group) and someone has hired your former friends and acquaintences to "detain and question" said BiG, for, say, perhaps... - the rulers of Waterdeep, who might want to see what is going on and see if this is a Good witch, or a Bad witch? (ok, or warlock, but you get the idea) - the followers of Ilmater/Cyric/Corelon/etc. who want to help/hurt a being who is rumored (correctly or incorrectly) to have chosen sides in the religious conflict rebrewing? There are other forces interested in the outcome, after all. - payment of taxes or service requirements by the local lords? The Cowled ones aren't the only game in Amn, and the Roenalls are not the only nobles by any means. Court intrigue might help here. Written communication is cool, but can spread information the wrong way, too. What happens if Aran's journal falls into the wrong hands, and Irenicus finds additional chinks in PC's armour - sending a bribery attempt against the party, with a loyalty check on participants (Korgan takes the cash no problem, Minsc squishes the messenger...) A mercenary's life is a hard one. What happens when PC finds himself accused of warcrimes against "innocent, law abiding" patrols that ambushed the party, like every time I try to go from point to point in the darned city? Especially when Aran is found to be wanted by the Crimson Tower for 'spying' during the Iron Throne conflict? negotiation is not Aran's strong point. There is a great Padme quote about this - something about negotiations - ah, Google is my friend; Anakin: You call this a diplomatic Solution? Padme: No, I call it an aggressive negotiation. So what happens when a guy can get you a job, but gets in over his head, and PC has to choose between breaking the contract or fulfilling it - better yet, what happens when you take the contract and find out there is*no* good guy present, and Aran's answer is "To hell wi' th' contract, anyways. I never did like that murderin' son o' a bitch, beggin' pardon to dogs everywhere. I says we kill em' all, an' let Kelemvor sort out what bastard gets sent to what hell." ADVERSARY/OBSTACLES well, on this one, it really depends on what form of goal and consequence/conflict we lay down. One sample scenario: > Aran gets job offer for group to negotiate peace between some nobles for some traders. > group finds out "traders" are really agents sent to test PC and gather info for other bhallspawn, or for Irenicus, or for some other political entity > peace must be negotiated or resolved through any number of means, from a game of chess through to personal challenges/champions, to perhaps the regular way (bug group battle, save, reload, try again). Well, that is the brainstorm - no answers yet, just floating out ideas. The "non-required-yet-fun-to-accomplish-subplot-for-normal-mercenary-faerunian-sellswords-that-builds-up-PC-and-fills-in-backstory" quest or mini-quests. An interesting uzzle. Help yourself to a brainstorm, if you like. When something moves along into focus, we can come back to actual plot points, and see how we can make the quest be one of those 'replayable because I actually have real choices' quests.
  14. AreaCheck resources, formatted and commented: /* SoA Area Checks */ AreaCheck("AR0011") // Candlekeep Dream 1 (Do you remember Candlekeep?) AreaCheck("AR0012") // Candlekeep Library (Main Door Trigger) AreaCheck("AR0013") // Candlekeep Library (Stairway Triggers Up and Down) AreaCheck("AR0014") // Candlekeep Library (Stairway Trigger Down) AreaCheck("AR0015") // Baldur's Gate Estate (Tutorial starts here) AreaCheck("AR0016") // Baldur's Gate Estate (Tutorial area) AreaCheck("AR0017") // Baldur's Gate Estate (Tutorial area) AreaCheck("AR0018") // Baldur's Gate Estate Cellar (Tutorial area) AreaCheck("AR0020") // City Gates AreaCheck("AR0021") // Crooked Crane 1st Floor AreaCheck("AR0022") // Crooked Crane 2nd Floor AreaCheck("AR0028") // Candlekeep Dream (After PC Soultheft) AreaCheck("AR0041") // Random Encounter City AreaCheck("AR0042") // Random Encounter Outdoor AreaCheck("AR0043") // Random Encounter Outdoor (With rocks) AreaCheck("AR0044") // Random Encounter Outdoor (sand) AreaCheck("AR0045") // Random Encounter City AreaCheck("AR0046") // Random Encounter City (bridge) AreaCheck("AR0069") // Government Building (Cowled Cutscene -- "Why is this man not gagged?") AreaCheck("AR0070") // Spellhold (Irenicus Cutscene -- "I cannot be caged...") AreaCheck("AR0071") // Spellhold (Imoen Soultheft Cutscene -- "Silence do, you have no purpose...") AreaCheck("AR0072") // Ust Natha Temple (Irenicus/Bodhi, Ardula/Phaere Cutscene) AreaCheck("AR0082") // Lich Grave in Bridge District Inn AreaCheck("AR0083") // Candlekeep Library (Dream: PC learns to control the Slayer) AreaCheck("AR0084") // Candlekeep Library (Stairway trigger down) AreaCheck("AR0085") // Tree of Life AreaCheck("AR0086") // Wooded Area AreaCheck("AR0087") // Elven Dining Room AreaCheck("AR0201") // Ghouls village under Temple District AreaCheck("AR0202") // The Unseeing Eye Cult Hideout AreaCheck("AR0203") // Temple of the Forgotten God -- Amaunator (Unseeing Eye Plot) AreaCheck("AR0204") // The Forgotten Believers -- Temple City (Unseeing Eye Plot) AreaCheck("AR0205") // The Beholder Hideout (Unseeing Eye Plot) AreaCheck("AR0206") // The Halfling Village in the Sphere AreaCheck("AR0300") // The Docks AreaCheck("AR0301") // Mae'Var's Hide Out AreaCheck("AR0302") // Mae'Var's Inn 1st Floor -- Entrance AreaCheck("AR0303") // Mae'Var's Inn 2nd Floor -- Training Area AreaCheck("AR0304") // Mae'Var's Inn 3rd Floor -- Edwin AreaCheck("AR0305") // Shadow Thieves Guild Entrance AreaCheck("AR0306") // Renal Bloodscalp's Hideout AreaCheck("AR0307") // Aran Linvail's Hideout AreaCheck("AR0308") // Harper's 1st Floor AreaCheck("AR0309") // Harper's 2nd Floor AreaCheck("AR0310") // Pirates' Hideout in Sea Bouny Tavern AreaCheck("AR0311") // Living Room (Entry points outside and up) -- Gaelan? AreaCheck("AR0312") // Sleeping Room (Entry poin down) -- Arledrian AreaCheck("AR0313") // Sea Bounty Tavern 1st Floor AreaCheck("AR0314") // Sea Bounty Tavern 2nd Floor AreaCheck("AR0315") // Living Room (Favour for Edwin -- Mae'Var Plot) AreaCheck("AR0316") // Sleeping Room (Favour for Edwin -- Mae'Var Plot) AreaCheck("AR0317") // Sleeping Room (Favour for Edwin -- Mae'Var Plot) AreaCheck("AR0318") // Storage Room AreaCheck("AR0319") // Temple of Oghma AreaCheck("AR0321") // Thief Stronghold (Hideout) AreaCheck("AR0322") // Thief Stronghold (1st Floor) AreaCheck("AR0323") // Thief Stronghold (2nd Floor) AreaCheck("AR0324") // Thief Stronghold (3rd Floor) AreaCheck("AR0325") // Corthala House 1st Floor AreaCheck("AR0326") // Corthala House 2nd Floor AreaCheck("AR0327") // Shadow Thief Entrance (sided with Bodhi) AreaCheck("AR0328") // Shadow Thief 1st Floor (sided with Bodhi) AreaCheck("AR0329") // Aran's Hideout (sided with Bodhi) AreaCheck("AR0330") // House 1st Floor (Kangaxx) AreaCheck("AR0331") // House Cellar (Kangaxx) AreaCheck("AR0332") // Barracks in the Docks AreaCheck("AR0333") // Barracks in the Docks AreaCheck("AR0334") // Cromwell's Shop AreaCheck("AR0335") // Sleeping Room AreaCheck("AR0400") // Slums AreaCheck("AR0401") // Jansen Cellar AreaCheck("AR0402") // Jansen 1st Floor AreaCheck("AR0403") // Jansen 2nd Floor AreaCheck("AR0404") // Sewers beneath Coronet -- Lilarcor AreaCheck("AR0405") // Slaver's Ship Building AreaCheck("AR0406") // Copper Coronet AreaCheck("AR0407") // Prebek's House AreaCheck("AR0408") // Temple of Ilmater AreaCheck("AR0409") // Living Room (Ployer's home) AreaCheck("AR0410") // Sphere: Navigator's room -- Lavok's Hideout AreaCheck("AR0411") // Sphere: Entrance floor AreaCheck("AR0412") // Sphere: Ice and Fire Room AreaCheck("AR0413") // Sphere: Enginge Room AreaCheck("AR0414") // Sphere: Demon Plane AreaCheck("AR0415") // Living Room 1st Floor AreaCheck("AR0416") // Living Room 2nd Floor AreaCheck("AR0417") // Living Room AreaCheck("AR0418") // Myconids AreaCheck("AR0419") // Myconid AreaCheck("AR0420") // Sphere: Lizardmen Hideout AreaCheck("AR0500") // Bridge District AreaCheck("AR0501") // Tanner's Hideout 1st Floor AreaCheck("AR0502") // Tanner's Hideout Cellar AreaCheck("AR0503") // Tanner's Hideout Dock AreaCheck("AR0504") // Saerk's House 1st Floor AreaCheck("AR0505") // Saerk's House 2nd Floor AreaCheck("AR0506") // Noble House 1st Floor AreaCheck("AR0507") // Kidnappers' Hideout 1st Floor AreaCheck("AR0508") // Kidnappers' Hideout 2nd Floor AreaCheck("AR0509") // Five Flagons Inn 1st Floor AreaCheck("AR0510") // Five Flagons Inn Theater AreaCheck("AR0511") // Five Flagons Inn 2nd Floor AreaCheck("AR0512") // Temple of Helm AreaCheck("AR0513") // Calbor's Inn at Bridge District 1st Floor AreaCheck("AR0514") // Inn at Bridge District 2nd Floor AreaCheck("AR0515") // Inn at Bridge District 3rd Floor AreaCheck("AR0516") // Planar Prison AreaCheck("AR0517") // Planar Prison Cell AreaCheck("AR0518") // Planar Prison Cell AreaCheck("AR0519") // Planar Prison Cell AreaCheck("AR0520") // Planar Prison Cell AreaCheck("AR0521") // Planar Prison Cell AreaCheck("AR0522") // Five Flagons Inn (Stronghold) AreaCheck("AR0523") // Five Flagons Theater (Stronghold) AreaCheck("AR0525") // House 1st Floor AreaCheck("AR0526") // Sarcophagus Cellar AreaCheck("AR0527") // House 1st Floor AreaCheck("AR0528") // House 2nd Floor AreaCheck("AR0529") // Neb's Hideout AreaCheck("AR0530") // Storehouse AreaCheck("AR0531") // Commoner House AreaCheck("AR0600") // Circus Tent (phased) AreaCheck("AR0601") // Air Plane in Irenicus's Dungeon AreaCheck("AR0602") // Irenicus's Dungeon 1st Floor AreaCheck("AR0603") // Irenicus's Dungeon 2nd Floor AreaCheck("AR0604") // Circus Tent 1st Floor AreaCheck("AR0605") // Circus Tent 2nd Floor AreaCheck("AR0606") // Circus Tent 3rd Floor AreaCheck("AR0607") // Circus Tent restored AreaCheck("AR0700") // Waukeen's Promenade AreaCheck("AR0701") // The Sewers AreaCheck("AR0702") // Adventurer's Mart AreaCheck("AR0703") // Temple of Ilmater AreaCheck("AR0704") // Mithrest Inn AreaCheck("AR0705") // Mekrath's Hideout in the Sewers (Haer'Dalis Plot) AreaCheck("AR0706") // Armourer/Fletcher AreaCheck("AR0707") // Enge's Shop AreaCheck("AR0708") // Cernd's former home AreaCheck("AR0709") // Den of the Seven Vales 1st Floor AreaCheck("AR0710") // Fennecia's Home AreaCheck("AR0711") // Illithid Hideout in the Sewers (The Hidden Plot) AreaCheck("AR0712") // Den of the Seven Vales 2nd Floor AreaCheck("AR0713") // Store or Inn at Promenade AreaCheck("AR0714") // Debris at Waukeen's Promenade (Irenicus Cutscene in the beginning) AreaCheck("AR0800") // Graveyard AreaCheck("AR0801") // Bodhi's Hideout (sided with Aran) AreaCheck("AR0802") // Netherscroll, Korgan's Book, Edwin AreaCheck("AR0803") // Bodhi's Lair (sided with Aran) AreaCheck("AR0804") // Pai'Na's Hideout AreaCheck("AR0805") // Crypt AreaCheck("AR0806") // Crypt AreaCheck("AR0807") // Crypt AreaCheck("AR0808") // Bodhi's Hideout (Abduction Plot, getting Imoen's soul) AreaCheck("AR0809") // Bodhi's Lair (Abduction Plot, getting Imoen's soul) AreaCheck("AR0810") // Crypt AreaCheck("AR0811") // Crypt AreaCheck("AR0812") // Crypt AreaCheck("AR0813") // Crypt AreaCheck("AR0900") // Temple District AreaCheck("AR0901") // Temple of Helm AreaCheck("AR0902") // Temple of Lathander AreaCheck("AR0903") // Order of the Radiant Heart AreaCheck("AR0904") // Temple of Talos AreaCheck("AR0905") // Pimlico's Estate AreaCheck("AR0906") // Guarded Compound 1st Floor AreaCheck("AR0907") // Guarded Compound 2nd Floor AreaCheck("AR1000") // Government District AreaCheck("AR1001") // Delryn's Estate AreaCheck("AR1002") // Councel Building AreaCheck("AR1003") // Firecam's Estate AreaCheck("AR1004") // Deril's Estate (Cernd Plot) AreaCheck("AR1005") // Prison AreaCheck("AR1006") // Jysstev's Estate (Oisig Plot) AreaCheck("AR1007") // Noble House AreaCheck("AR1008") // Twisted Rune AreaCheck("AR1009") // Noble House (Isaea Roenall's) AreaCheck("AR1010") // Temple of Waukeen AreaCheck("AR1100") // Umar Hills AreaCheck("AR1101") // Valygar's Cabin AreaCheck("AR1102") // Merella's Cabin AreaCheck("AR1103") // Jermien's Cabin AreaCheck("AR1104") // Mayor Lloyd's Cabin AreaCheck("AR1105") // Imnesvale Inn AreaCheck("AR1106") // Umar's Cave AreaCheck("AR1107") // Ranger-Protector's Cabin (Stronghold) AreaCheck("AR1200") // Windspear Hills AreaCheck("AR1201") // Firkraarg's Entrance AreaCheck("AR1202") // Firkaarg's Maze AreaCheck("AR1203") // Firkraag's Hideout AreaCheck("AR1204") // Garren Windspear's Cabin AreaCheck("AR1300") // De'Arnise Keep Destroyed AreaCheck("AR1301") // De'Arnise Cellar AreaCheck("AR1302") // De'Arnise Keep 1st Floor AreaCheck("AR1303") // De'Arnise Keep 2nd Floor (Destroyed) AreaCheck("AR1304") // De'Arnise Keep (Restored, Stronghold) AreaCheck("AR1305") // De'Arnise Keep (Stronghold) AreaCheck("AR1306") // De'Arnise Keep (Stronghold) AreaCheck("AR1307") // De'Arnise Keep (Stronghold) AreaCheck("AR1400") // Shadow Temple Land (restored, Ranger) AreaCheck("AR1401") // Shadow Temple AreaCheck("AR1402") // Shadow Dragon Hideout AreaCheck("AR1403") // Wolfwere Hideout AreaCheck("AR1404") // Shadow Temple Land shadowed AreaCheck("AR1500") // Spellhold AreaCheck("AR1501") // Cave (Spellhold Test) AreaCheck("AR1502") // Fire Room (Spellhold Test) AreaCheck("AR1503") // Spore Room (Spellhold Test) AreaCheck("AR1504") // Crushing Trap Room (Spellhold Test) AreaCheck("AR1505") // Lever Room (Spellhold Test) AreaCheck("AR1506") // Troll Cave (Spellhold Test) AreaCheck("AR1507") // Kobold Room (Spellhold Test) AreaCheck("AR1508") // Final Judgement Spellhold Test AreaCheck("AR1509") // Myconid Room (Spellhold Test) AreaCheck("AR1510") // Sahuagin Room (Spellhold Test) AreaCheck("AR1511") // Elven Table while Spellhold Test AreaCheck("AR1512") // Bodhi's Hunt Level 1 AreaCheck("AR1513") // Bodhi's Hunt Level 2 AreaCheck("AR1514") // Bodhi's Hunt Level 3 (1st Slayer Change Happens here) AreaCheck("AR1515") // Spellhold (Irenicus' Living Room) AreaCheck("AR1516") // Spellhold (Soultheft Level) AreaCheck("AR1600") // Brynnlaw AreaCheck("AR1601") // Desharik's Estate AreaCheck("AR1602") // Brynnlaw's Inn AreaCheck("AR1603") // Brynnlaw's Shop AreaCheck("AR1604") // Temple of Umberlee AreaCheck("AR1605") // CW's House AreaCheck("AR1606") // House of Desharik's Lover AreaCheck("AR1607") // Githyanki Assault AreaCheck("AR1608") // Cellar of Brothel AreaCheck("AR1609") // Courtesan Room AreaCheck("AR1610") // Brothel Prison AreaCheck("AR1611") // Brothel AreaCheck("AR1612") // Brothel Kitchen AreaCheck("AR1613") // Brothel HQ AreaCheck("AR1700") // Small Teeth Pass AreaCheck("AR1800") // North Forest AreaCheck("AR1900") // Druid Grove Area AreaCheck("AR1901") // Druid Grove AreaCheck("AR1902") // Storehouse (Ihtafeer's Storehouse) AreaCheck("AR1904") // Troll Hill AreaCheck("AR1905") // Store Tower AreaCheck("AR2000") // Trademeet AreaCheck("AR2001") // The Smithy AreaCheck("AR2002") // Fentan's House AreaCheck("AR2006") // Tiri's Home AreaCheck("AR2007") // High Merchant's Estate AreaCheck("AR2008") // Temple of Waukeen AreaCheck("AR2009") // High Merchant Prison AreaCheck("AR2010") // Trademeet's Inn AreaCheck("AR2011") // Alibakkar's Estate AreaCheck("AR2012") // Lurraxol's Estate AreaCheck("AR2013") // Trademeet Crypt AreaCheck("AR2014") // Djinni's Tent AreaCheck("AR2015") // Merchant Tent AreaCheck("AR2016") // Raffee's Tent AreaCheck("AR2017") // Courtesan Tent AreaCheck("AR2018") // Tent (no exit) AreaCheck("AR2100") // Underdark AreaCheck("AR2101") // Beholder Cave in Underdark AreaCheck("AR2102") // Adalon's Cave AreaCheck("AR2200") // Ust Natha AreaCheck("AR2201") // Temple in Ust Natha AreaCheck("AR2202") // Inn in Ust Natha 1st Floor AreaCheck("AR2203") // Inn in Ust Natha; 2nd Floor AreaCheck("AR2204") // House in Ust Natha AreaCheck("AR2205") // House in Ust Natha AreaCheck("AR2206") // Qilue's House in Ust Natha AreaCheck("AR2207") // Deirex's Tower in Ust Natha AreaCheck("AR2208") // Jarlaxle's House wherever AreaCheck("AR2209") // Jae'llat's House AreaCheck("AR2210") // Deirex's Cave AreaCheck("AR2300") // Sahuagin City AreaCheck("AR2400") // Mind Flayers in Underdark AreaCheck("AR2401") // Cave Between Underdark and Exit from Underdark AreaCheck("AR2402") // Kuo Toa in Underdark AreaCheck("AR2500") // Elven Temple at Underdark Exit AreaCheck("AR2600") // Thetyr Wood AreaCheck("AR2601") // Meet Drizzt Do'Urden AreaCheck("AR2602") // Cave in Woods to Suldanesselar AreaCheck("AR2603") // Coran's Cabin AreaCheck("AR2700") // Ancient Spirits? AreaCheck("AR2800") // Suldanesselar AreaCheck("AR2801") // House of High Priestess of Suldanesselar AreaCheck("AR2802") // House in Suldanesselar AreaCheck("AR2803") // Rillifane Temple AreaCheck("AR2804") // To the Tree of Life (Entrance Hidden) AreaCheck("AR2805") // To the Tree of Life (Entrance Revealed) AreaCheck("AR2806") // Tree of Life AreaCheck("AR2807") // Black Dragon's Hideout AreaCheck("AR2808") // House in Suldanesselar AreaCheck("AR2810") // House in Suldanesselar AreaCheck("AR2811") // House in Suldanesselar AreaCheck("AR2812") // Temple of Rillifane after the Battle AreaCheck("AR2900") // The Abyss AreaCheck("AR2901") // Fear (Abyss) AreaCheck("AR2902") // Pride (Abyss) AreaCheck("AR2903") // Greed (Abyss) AreaCheck("AR2904") // Selfish (Abyss) AreaCheck("AR2905") // Sarevok (Abyss) AreaCheck("AR2906") // Jon Battle ? /* ToB Area List */ AreaCheck("AR3000") // Watcher's Keep AreaCheck("AR3001") // Watcher's Keep -- Altar level AreaCheck("AR3003") // Watcher's Keep -- Compass level AreaCheck("AR3004") // Watcher's Keep AreaCheck("AR3005") // Watcher's Keep -- tieflings AreaCheck("AR3006") // Watcher's Keep -- Succubus AreaCheck("AR3007") // Watcher's Keep --Cambion AreaCheck("AR3008") // Watcher's Keep -- Baalor (Paladin Sword) AreaCheck("AR3009") // Watcher's Keep -- Wild Magic ? AreaCheck("AR3010") // Watcher's Keep -- Tanar'ri -- Obelisk AreaCheck("AR3011") // Watcher's Keep -- Bard's Gloves, Manman's Journal AreaCheck("AR3012") // Watcher's Keep -- Tahazzar AreaCheck("AR3013") // Watcher's Keep -- Ka'rashur AreaCheck("AR3014") // Watcher's Keep -- White Dragon Scales AreaCheck("AR3015") // Watcher's Keep -- Aesgareth AreaCheck("AR3016") // Watcher's Keep -- Chromatic Demon; Elementalist Level AreaCheck("AR3017") // Watcher's Keep -- Carston and the machine AreaCheck("AR3018") // Watcher's Keep -- Saladrex (Dragon) AreaCheck("AR3019") // Watcher's Keep -- Helmite Level -- Last Seals AreaCheck("AR3020") // Watcher's Keep -- Imprisoned One AreaCheck("AR3021") // Watcher's Keep -- Ilithids AreaCheck("AR3022") // Watcher's Keep -- Anti-Paladins AreaCheck("AR3023") // Watcher's Keep -- "Adventure Level" (Mini Map!!!) AreaCheck("AR3024") // Watcher's Keep -- Dragon -- Fear Challenge AreaCheck("AR3025") // Watcher's Keep -- Orcs -- Ixil's Nail AreaCheck("AR3026") // Watcher's Keep -- Imp -- Game AreaCheck("AR3027") // Watcher's Keep -- Crypt -- Demi-Lich AreaCheck("AR4000") // Spirit Heads AreaCheck("AR4500") // Pocket Plane AreaCheck("AR5000") // Saradush AreaCheck("AR5001") // Gromnir 1st Level AreaCheck("AR5002") // Gromnir's Hideout AreaCheck("AR5003") // Saradush Tavern (Tankard Tree) AreaCheck("AR5004") // Temple of Waukeen AreaCheck("AR5005") // Gromnir's Barracks AreaCheck("AR5006") // Saradush Prison AreaCheck("AR5007") // Basement Entrance to Gromnir's Hideout AreaCheck("AR5008") // Kiser's Home AreaCheck("AR5009") // House (no exit?) AreaCheck("AR5010") // Countess Santele's Home AreaCheck("AR5011") // Arcana Archives AreaCheck("AR5012") // House AreaCheck("AR5013") // Sewers beneath Saradush AreaCheck("AR5014") // Kiser's Home -- Cellar AreaCheck("AR5015") // Saradush Militia Entrance AreaCheck("AR5016") // Saradush Castle Jail (Kiser Plot) AreaCheck("AR5200") // Fire Giant Entrance Area AreaCheck("AR5201") // Fire Giant Keep AreaCheck("AR5202") // Nyalee's Hideout; Gorion Wraith AreaCheck("AR5203") // Yaga-Shura's Camp AreaCheck("AR5204") // Yaga-Shura's Keep AreaCheck("AR5500") // Amkethran AreaCheck("AR5501") // Amkethran Inn AreaCheck("AR5502") // Kerrick the Smith's House AreaCheck("AR5503") // Chyil's House AreaCheck("AR5504") // Smuggler Cave AreaCheck("AR5505") // Balthazar's Home AreaCheck("AR5506") // Commoner's Home AreaCheck("AR5507") // Empty Home AreaCheck("AR5508") // Faheed's Home AreaCheck("AR5509") // Amkethran Crypt AreaCheck("AR6000") // Abazigal's Entrance AreaCheck("AR6001") // Abazigal's Lair Entrance Hall AreaCheck("AR6002") // Abazigal's Lair -- Cells AreaCheck("AR6003") // Abazigal's Lair -- Iycanth the Mad, Bondari AreaCheck("AR6004") // Abazigal's Lair -- Fll'Yissetat AreaCheck("AR6005") // Abazigal's Hideout AreaCheck("AR6008") // Frost Salamander Cave AreaCheck("AR6011") // Orbs and Gauth AreaCheck("AR6012") // Pool Home -- breath under water AreaCheck("AR6100") // Area outside Sendai's Hideout AreaCheck("AR6101") // Main Entrance Sendai's Lair AreaCheck("AR6102") // Sendai's Lair -- Slavemaster AreaCheck("AR6103") // Sendai's Lair -- Spiders AreaCheck("AR6104") // Sendai's Lair -- Crossway AreaCheck("AR6105") // Sendai's Lair -- Diaytha, Abishai AreaCheck("AR6106") // Sendai's Lair -- Captain Egeissag AreaCheck("AR6107") // Sendai's Lair -- Mithykyl AreaCheck("AR6108") // Sendai's Lair -- Sendai AreaCheck("AR6109") // Sendai's Lair -- Drow AreaCheck("AR6110") // Sendai's Lair -- Odamaron AreaCheck("AR6111") // Woodcutter's House -- Sendai's Area AreaCheck("AR6200") // The Throne of Bhaal AreaCheck("AR6300") // Oasis in Tethyr AreaCheck("AR6400") // River Area
  15. OK, since the flirts are progressing, let's mess with PIDs. Player Initiated Dialogs or PIDs, are conversation options that show up when you "force-click" on the NPC. They are designed as individual conversations/flirts menus/Voice fixers/etc., taking advantage of the engine's mapping of click-to-talk=StartDialogNoSet(). In other words, clicking on an NPC is similar to scripting IF True() // >> clicked on << THEN RESPONSE #100 StartDialogNoSet("Player1") END only running once. This means that if we add options to the *BOTTOM* <<VERY IMPORTANT>> of the stack, with an "always true" condition, clicking on the NPC gives us access to a single (usually huge) dialog state with a ton of conditioned replies. REMEMBER:A PID is an "always true" conditioned dialog state. This is why a PID will pop up if you make a mistake on your NPC's J-file - if the script can't find what it is looking for, it will send back this PID instead. Worse, if you install the PID above other conditioned replies, IT WILL BLOCK THAT CONTENT. The safest way to deal with this is to make sure that the PID is a separate component in your NPC mod, and installs last in the order. You do not need to worry about other mods and modders - the Crossmod Banter Pack deals with B-files, and most modders do not mess around with reordering your mod's dialog states. If they do add to your NPC's J-file, it is likely to be interjections or specially scripted banters, and they have either gotten your permission (in which case they are aware of the issue) or they have simply weighted their materials higher than the bottom anyways, to make sure their stuff plays. The only exception to this canonical BioWare™ characters that have PPG FlirtPack entries. If you are adding content there, you need to be aware that unless you do a good bit of specialized work, your PID addition to (for example) Aerie *will* conflict with those flirts. Remember, folk, on these recommendations - I am talking code not content. And I am not a coding expert, so the suggested mods for research are just ones where I have come across cool ideas while reviewing code. Prepping for Aran, I have found it useful to read .d with only .tra numbers, so I don't get the dialog; I am just looking at the way the modder *structured* how they were doing things. That being said, for the most comprehensive use/abuse of this system, try checking out PID coding in Jastey's Ajantis in BG1NPC, and to a lesser but as detailed extent Domi's SharTeel PID in the same mod. Other notable PIDs to research: for clean and efficient structuring, Kulyok's Xan and Angelo PID coding (in Xan especially, she separates a series of PIDs off and builds "leveling" menus and submenus that tailor the PID and available responses with an efficiency that is not present in any other PID currently publicly released). Berelinde's Gavin PID (she extends options, reactions, and gives the most comprehensive commenting out there so it is easy to follow most of her files) can give you a good handle on how the structure works, and for the simplest and easiest to understand PID, chose any of JCompton's Flirtpack entries. They are not called PIDs, probably because they (I think) predated the idea. But as we talked about in Flirts, each component of the FlirtPack adds a clean, simple PID. To start the ball rolling, we need the dialog state that will run and always be true. This is /* PID for SoA */ IF ~IsGabber(Player1)~ THEN c-aranpid SAY ~[ARAN] (Aran is wandering around, idly tossing rocks at things that strike his fancy.)~ IF ~~ THEN EXIT END This means that when you press the "talk" icon at the bottom of the screen and then click on Aran's character portrait in the game, if no other conditions are true on the J-file, the dialog box will pop up OK, that is better than the stock variation on but not much better. So let's begin building in some responses. No, wait, let's start with an easier one - how about a PID that handles the case where a player has another party member NPC selected as the talker, rather than the PC, and then is about to post a bug report about the PID not working... let's set up a condition that handles the "not <CHARNAME> trying to force-talk". Several modders do this - most of them are single throwaway "Not now, I have a headache" lines, for reasons that will soon become apparent as I wander off into lala land... /* PID for SoA */ IF ~!IsGabber(Player1)~ THEN c-aranpidother SAY ~[ARAN] (Aran is wandering around, idly tossing rocks at things that strike his fancy. Since you are <GABBER>, not <CHARNAME>, he grins and sticks his tongue out at you before turning away.)~ IF ~~ THEN EXIT END This means that if I have Aldaron as my main PC, and I have selected Kivan instead of Aldaron, the PID will pop the following: (For more information on 'tokens' like <CHARNAME> <PRO_HESHE>, <PLAYER1>, and <GABBER> - things that the game can do for your text to match what is happening in any particular game setting on the fly, please see the IESDP). Well, so far so good. But we can do a bit better. I would not try this one at home, folks, because I am not sure it is the best way of doing this, but I will try a thought-experiment here, and massively abuse CHAIN to add a little custom "fun" for players. Here, we take advantage of the DeathVariable (dv) of existing NPCs to make individualized comments. Now, most folks don't do this for a zillion reasons, one of which is it is a huge waste of time for a throwaway line that 99% of folks will not even notice. But hey, what's an hour or two of tilting at windmills between friends... We know IsGabber("dv") will not check condition, and will not check to see if an NPC exists, so it won't crash. So we can mess with IsGabber("dv") and !IsGabber("dv") with relative impunity. Setting the condition IsGabber("b!haldimir") will allow that line to play only if the talker has a dv of b!haldimir. We can ignore folks who name their PC "Aerie" - because the engine handles that already, designating PC = Player1, so this dialog state will not play for them. Folks who create their own Multiplayer game and name their half-Elf Sorceress Aerie, playing from slot 2, well, erm... I guess they are SOL. Let's just hope no one is playing with a half-orc barbarian male and named them Aerie, or there will be a minor head-scratching moment when Aran makes a pass at them /* PID for SoA */ /* PID 1: Options for Other NPCs PC <> Aran, also know as "throughly abusing CHAIN until it screams" */ CHAIN IF ~!IsGabber(Player1)~ THEN c-aranpidother ~[ARAN] Well, now, you might want to talk, but I do have a bit on my mind right now, <GABBER>. Can this wait a bit?~ == ~C-ARANJ~ IF ~IsGabber("ADANGEL")~ THEN ~[ARAN] Besides, we might have a chat over weapons cleanin' later on, Angelo. I never did hear how you got free 'o that' Cyric-buggerin' bastard Sarevok, not from your perspective. I'll bring th' flask, you bring th' stories.~ EXIT So now we have a reply of if Angelo is not in the party, but if he is: We can also can cover multiplayer, but to do so we will need to stretch the usual limits of conditioned replies - here, we need a series of responses that skips out the special responses. this is a partial list for illustration. Please see the final code edits at the end of the next section for a relatively long list of possibles. == ~C-ARANJ~ IF ~!IsGabber("ADANGEL") !IsGabber("Aerie") !IsGabber("Anishai") !IsGabber("Anomen") // big section of other !IsGabber("myNPCdv") calls goes here removed for space !IsGabber("YASRAENA") !IsGabber("YASRAENA") !IsGabber("Yoshimo") !IsGabber("Z_MODDY") !IsGabber("ZAIYA")~ THEN ~[ARAN] No offence, <GABBER>, I just don't rightly have much to say to you right now.~ Here is a quick run at the "not-the-player PID reminder". Please feel free to suggest responses, as I am not completely familiar with all of the NPCs on the list. I can always tweak the response, but go ahead, give it a try! /* PID for SoA */ /* PID 1: Options for Other NPCs PC <> Aran, also know as "throughly abusing CHAIN until it screams" */ CHAIN IF ~!IsGabber(Player1)~ THEN c-aranpidother ~[ARAN] Well, now, you might want to talk, but I do have a bit on my mind right now. Can this wait a bit?~ == ~C-ARANJ~ IF ~IsGabber("ADANGEL")~ THEN ~[ARAN] Besides, we might have a chat over weapons cleanin' later on, Angelo. I never did hear how you got free 'o that' Cyric-buggerin' bastard Sarevok, not from your perspective. I'll bring th' flask, you bring th' stories.~ == ~C-ARANJ~ IF ~IsGabber("Aerie")~ THEN ~[ARAN] Not meanin' to be short, m'darlin lassie, but I'd rather we have a talk later. Are you up for a walk tonight, Aerie? Mayhap just you an' me, under th' stars?~ == ~C-ARANJ~ IF ~IsGabber("Anishai")~ THEN ~[ARAN] Though if you are lookin' for a partner to try a few practice runs, Ainshai, You could always try to get a good feel o' what's in my pocket... by Mask's Mighty Mouth, you could charm th' trousers off o' me, you could.~ == ~C-ARANJ~ IF ~IsGabber("Anomen")~ THEN ~[ARAN] Anomen, if this is about my gear bein' not quite tidy enough, I done rightly heard you the first three times. An' I'll say it again - I don't answer to you, nohow. So bugger on about your business, m'lord, an' leave me to mine.~ == ~C-ARANJ~ IF ~IsGabber("Azure")~ THEN ~[ARAN] Besides, Azure, I know better than to be makin' time wi' you. Sharo's a pretty sensitive wolf, an' might not take kindly to us takin' too long, private -like.~ == ~C-ARANJ~ IF ~IsGabber("B!Gavin")~ THEN ~[ARAN] BLOODY HELLS, OUCH! By Lathander's Sunny Sh... Gavin, what in th' hells do you think I'm usin' to walk with, my hands? Look, I know I don't rightly use th' tops o' my feet for much, but that's no reason for you to use 'em as steppin' stones.~ == ~C-ARANJ~ IF ~IsGabber("b!haldamir")~ THEN ~[ARAN] I'm goin' to kick myself for sayin' that, too, Haldamir, on account o' you don't talk much to anyone, an' here you go tryin' to start a conversation. Talk about bad timin'.~ == ~C-ARANJ~ IF ~IsGabber("BIDDE")~ THEN ~[ARAN] An' you can stop lookin' at me w' those cold stone grey eyes, y' old shortaxe. I like Lathander well enough, an' you don't need to go convertin' me to your ways.~ == ~C-ARANJ~ IF ~IsGabber("Britt")~ THEN ~[ARAN] Though how you got into this adventurin' party, Britt, is a mystery to me, you know. I thought you were just pullin' my leg about joinin' on. I suspect there's been some divine intervention what's made you take up adventurin'.~ == ~C-ARANJ~ IF ~IsGabber("BWTOUCHX")~ THEN ~[ARAN] An' lay off th' advice, Touchstone, m'boyo. You Wild Elves have been around a mite longer than me an' my kinfolk, I know, but here's more to th' world than trees, bugs, an' grass. Well, at least there's also mud, soot, an' grime, based on what you be wearin' right now.~ == ~C-ARANJ~ IF ~IsGabber("CALLISTO")~ THEN ~[ARAN] An' stay ahead o' me, Callisto. Mask's Blade, you are a right fine fighter, but you worry me, you do. You get all out o' control, an' there's nothin' what can stop you. I wouldn't want to have no 'accident' or nothin'.~ == ~C-ARANJ~ IF ~IsGabber("Cernd")~ THEN ~[ARAN] If it that talk you were wantin' to give me on th' ways o' th' birds an' th' bees, Cernd, well - that ship sailed a couple o' years ago. Though I can tell you o' some things I've learned what's great in th' bedroom, but don't quite fit under th' headin' o 'natural'... ~ == ~C-ARANJ~ IF ~IsGabber("CHLOE")~ THEN ~[ARAN] In fact, Chloe, let's just pretend we done talked already, an' call it quits. You scare th' crap out o' me.~ == ~C-ARANJ~ IF ~IsGabber("CMALORA")~ THEN ~[ARAN] Not that I don't appreciate some bubbly happiness an' sunshine in my day, m'darlin' Alora, but I need to concentrate right now. An' that 'happy happy joy joy' spirit o' yours might break it. Plus, last time you got all huggy wi' me, half my purse mysteriously went missin'... don't you play "Happy Hin" wi' me, lassie! I can't rightly afford it right now!~ == ~C-ARANJ~ IF ~IsGabber("CMGMIRIAM")~ THEN ~[ARAN] I don't have much time for no bloodsucker, nohow, Miriam. Especially when I don't rightly know which 'we' is you. I don't know why <CHARNAME> don't just throw a stake through your heart an' be done wi' you.~ == ~C-ARANJ~ IF ~IsGabber("CMNIKITA")~ THEN ~[ARAN] I'll tell you what, though, Nikitalleria. When we next camp, I will trade you fair an' square. You teach me a little sleight o' hand, an' I will teach you a mite on parryin' versus Waterdeep double-swords. An' I won't make no pass at you, neither. This is just friend to friend, see? ~ == ~C-ARANJ~ IF ~IsGabber("CMNINAF")~ THEN ~[ARAN] Besides, m'lady Ninafer, shouldn't you be chattin' up Anomen or somethin'? I think you are a right fine woman, an' all. But the boy's the jealous type, an' an officer an' all. I got enough o' him ridin' my back without you makin' it worse.~ == ~C-ARANJ~ IF ~IsGabber("CORAN")~ THEN ~[ARAN] An' stand where I can see you, Coran. Th' ladies might like your 'charmin' rogue' act, but me, I'm not that impressed.~ == ~C-ARANJ~ IF ~IsGabber("D#Silver")~ THEN ~[ARAN] An' stay an arm's length away, SilverStar. Unless you want a nice mutton, lettuce, an' tomato sandwich, or somethin'. Then where would your Mary be, eh? Have fun stormin' that particular castle.~ == ~C-ARANJ~ IF ~IsGabber("D0Alassa")~ THEN ~[ARAN] You can charm the breath out o' me an th' trousers off o' me, Alassa, with just the bat o' an eyelash. An' worse, you know it. But keep those gorgeous eyes an' pert lips out o' my business. You would skin me an' serve me raw if it got you an extra few coin, laughin' all the way to Calimport.~ == ~C-ARANJ~ IF ~IsGabber("DL#BWN")~ THEN ~[ARAN] By Tempus' Shield, Branwen, you are a sight for sore eyes. But I don't have no time to talk about following Tempus right now. Come talk to me when we are campin', or some such time.~ == ~C-ARANJ~ IF ~IsGabber("DYNAHEIR")~ THEN ~[ARAN] M'lady Wychlaran, I don't mean no disrespect. An' please don't turn me into no toad, nor squirrel, nor naught like that, Dynaheir. I just don't have no words t' speak right now.~ == ~C-ARANJ~ IF ~IsGabber("E3Fade")~ THEN ~[ARAN] I'm no prude, Fade, an' I respect th' Guild rightly enough. An accomplished Knife's a right good part o' a party, an' you keep th' Shadow Thieves appeased. But I don't trust no tiefling, no way, no how. So unless it's business, keep to yourself, girl.~ == ~C-ARANJ~ IF ~IsGabber("Edwin")~ THEN ~[ARAN] Unless it be more stories o' your conquests, o' course, Edwin. You got more o' those, well, step right on over, an' we'll have a mite o' a chat. I still can't rightly believe a Chondathan girl can be trained to do what you described last time. Didn't know they bent that way.~ == ~C-ARANJ~ IF ~IsGabber("FHLAND")~ THEN ~[ARAN] Come by an' chat later, though, Andrei. We can spar a bit, an' swap stories. Or, I can tell stories an' you can listen. Did I ever tell you about th' time Kirran an' me an' BrightFire got into a mite o' a spat wi' some boys servin' th' wi' Black Company? Now, that were a fight for a bard to describe...~ == ~C-ARANJ~ IF ~IsGabber("FHLSEB")~ THEN ~[ARAN] Though you could do me a right good favor, Sebastian, an' lay off Andrei. The lad's a decent enough sort, an' he needs some breathin' room you don't give him. I'll watch his back, don't you worry.~ == ~C-ARANJ~ IF ~IsGabber("FINIREN")~ THEN ~[ARAN] I don't have nothin' to say to you nohow, Irenicus. I spoke my piece back when we kicked your sorry arse. I'd tell you to get lost in any o' th' hells, but you've already done that.~ == ~C-ARANJ~ IF ~IsGabber("FWGhareth")~ THEN ~[ARAN] But come have a drink wi' me when you can, Ghareth. I want to hear more about th' Cowled an' their ways. Forewarned is forearmed, an' all that time enforcin' for 'em has got some good stories, I bet. I'll trade you, an' tell you about th' time I was servin wi' Moonshea an' we had a bit o' warlock trouble. Talk abut uncontrolled magic...~ == ~C-ARANJ~ IF ~IsGabber("G#CASS")~ THEN ~[ARAN] I know that look, Cassius love, an' you are about to charm me wi' those stories o' heroism an' such. Th' trouble wi' all you Skalds an' your tales is that when th' hero slays th' monster an' looks about, there's not much left o' th' rest o' th' party. Write one o' them tale where the kitchen maid an' her four friends beat th' crap out o' a dragon an' all live to tell the tale, an' I'll listen!~ == ~C-ARANJ~ IF ~IsGabber("GOZALOTH")~ THEN ~[ARAN] Better yet, keep yer distance, you floatin' eyeball. I can't rightly make out your accent anyways. An' people think *my* accent be hard to follow...~ == ~C-ARANJ~ IF ~IsGabber("HaerDalis")~ THEN ~[ARAN] An' lay of th' 'sparrowhawk', 'dovewing', an' birdy-birdy language for a mite, there, HaerDalis, eh? If you do, I'll let you look at a scrap o' parchment I found in a library outside o' Beregost, what's written in th' tongue o' Gold Dwarves...~ == ~C-ARANJ~ IF ~IsGabber("Horace")~ THEN ~[ARAN] Now, hold on to your jawbone, an' stop scratchin' th' inside o' that left eyesocket, Horace. I got enough trouble stayin' un-spooked just lookin' at you, let alone talkin' to an animated skeleton!~ == ~C-ARANJ~ IF ~IsGabber("Hubelpot")~ THEN ~[ARAN] We'll be talkin' over dinner prep anyways, Hubelpot. Don't worry none - I'll try not to get ripped limb from limb afore then, and with a bit o' luck, you won't be ground up bits o' parts neither. We can talk about real curry makin'!~ == ~C-ARANJ~ IF ~IsGabber("Imoen2")~ THEN ~[ARAN] I'm not pushin' you away, Imoen, really I'm not. I just know you have a mite on your mind, too, an' I'm not happy company right now. I'll walk by you for a bit, though, if you want.~ == ~C-ARANJ~ IF ~IsGabber("IYLOS")~ THEN ~[ARAN] You can't rightly expect much in th' way o' small talk from me, nohow, Iylos. You got a mission, an' I respect that. But fish around for information about <CHARNAME> from someone else. I don't serve more than one contract at a time, an' <CHARNAME> has that right now, an' probably 'til I'm arguin' wi' Kelemvor myself on where the prettiest girl souls be hidin' out.~ == ~C-ARANJ~ IF ~IsGabber("J#Kelsey")~ THEN ~[ARAN] Not that I'm puttin' you off for no reason, Kelsey. Come an' talk another time. I spent plenty o' time punchin' fists, Coster tradin' up an' down th' Sword Coast as a lad. We should talk shop some time soon, eh? I never did run a store, though I have done my share o' accountin' a' contract drafts. Reminds me o' th' good old days, when you raised an alarm for a stray urchin, a pickpocket, or a kobold or two, instead o' all the beasts th' nine hells can throw at us.~ == ~C-ARANJ~ IF ~IsGabber("Jaheira")~ THEN ~[ARAN] Yes, Jaheira, I packed up my bedroll right tightly. No, Jaheira, I did not eat too much o' th' hardtack, an' cramp my bowels. Yes, Jaheira, I read that list o' spices you wanted me to try to get into th' dinner roster. Melliki's Mysterious Mouth, I'm no bloody half-elf out o' your loins, I'm just a friend, eh? Go easy on th' motherin', for th' love of our friendship!~ == ~C-ARANJ~ IF ~IsGabber("Jan")~ THEN ~[ARAN] Tell you what, Jan. If th' story is about turnips, relatives, or craftin' new inventions, I can tell you I done heard it. In fact, if it was turnips, I done heard it twice. But we will have time to take on meal prep, an' then you can tell me about th' time the cute female turnip golem who was really your third cousin on your uncle's side managed to get you an idea for an invention what turned out to be th' best thing since th' gods created womenfolk.~ == ~C-ARANJ~ IF ~IsGabber("JCBruce")~ THEN ~[ARAN] Tymora's Tantalizing Tits, you got a huge bundle o' nerve talkin' to me, Bruce m'boyo. You owe *me* two platinum orbs an' the names o' three reliable courtesans, an' you haven't paid up yet. Bugger off until you do, you lazy bastard!~ == ~C-ARANJ~ IF ~IsGabber("K#Auren")~ THEN ~[ARAN] Tell you what, Auren - talk to me later, an' we'll have a go at that attack an' counter routine we had a few days ago. You are winnin' three falls to two, an' I would rightly enjoy balancin' out th' game, so to speak. ~ == ~C-ARANJ~ IF ~IsGabber("K#Bana")~ THEN ~[ARAN] You should know better than to sneak up on me like that, Banana. I got me a ton o' recipes wi' your name on 'em... hey, you got a cousin named Rosanna Bananadana?~ == ~C-ARANJ~ IF ~IsGabber("K#Sarah")~ THEN ~[ARAN] Sarah, lass-o-me-heart, I don't mean to be short wi' you. I'll make it up to you later. I can fix some decent flatbread an' honey, just like they serve back near Beregost, an' mayhap I can bribe you for a story or two. You keep too quiet, lass, an' I do appreciate your friendship.~ == ~C-ARANJ~ IF ~IsGabber("K#SHEENA")~ THEN ~[ARAN] I can promise you right proper, Sheena, I am not puttin' you off. I've sense enough not to cause no offense to a comerade what can be beautiful woman one moment, an' firedrake next. It be hard enough to stay on th' right side o' a regular woman, wi' out no draconic heritage.~ == ~C-ARANJ~ IF ~IsGabber("KACHIKO")~ THEN ~[ARAN] Hey, none o' that sharp eyed glare, Kachiko. I'll gladly talk wi' you another time. By your Eight Million Kara-Turan Gods, I didn't mean to offend you none. Not all o' us have your Dragon Tongue's focus, you know. I needs must concentrate, or I'll be not attendin' to my duties well enough. I'm not a Sword Saint or anythin'.~ == ~C-ARANJ~ IF ~IsGabber("Kari")~ THEN ~[ARAN] Easy, there, lass - don't you be gatherin' your tail in a twist, an' all. Literally, I mean. You are blushin' redder than I done seen in a tenday! Kari, I'm just busy now, that's all. Come by when we settle in for th' night, an' I'll help you with that weapon sharpenin' you were askin' about.~ == ~C-ARANJ~ IF ~IsGabber("Keldorn")~ THEN ~[ARAN] I don't mean no disrespect, Keldorn. If you have somethin' you want me to do, just say the word. Otherwise, I need to attend to my duties right proper.~ == ~C-ARANJ~ IF ~IsGabber("Keto")~ THEN ~[ARAN] How about you come by tonight, though, Keto, an' we trade some stories? I'd be lyin' if I didn't think I'd make you nice company. I have some nice Rashemi Firewine set aside, not even watered down... ~ == ~C-ARANJ~ IF ~IsGabber("KIARA")~ THEN ~[ARAN] There might be time to talk later, though, Kiara. I want to hear more about that monk trainin'. I'll help wi' some breath-holdin' exercise, if you want, too. Though there be not much more between us, I expect. I know you might be a decent enough friend, but somehow it always ends up bein' more about you, an' less about anyone else.~ == ~C-ARANJ~ IF ~IsGabber("KINDREK")~ THEN ~[ARAN] An' don't you be startin' in on me about th' corruption magic causes, neither, Kindrek. I'll take whatever weapon th' gods hand me, if it gets the job done proper. An' one more word about my head decoratin' a pike bein' pretty, an' we'll just have to see if that fancy weapon o' yours will be stronger than my skills, boyo.~ == ~C-ARANJ~ IF ~IsGabber("Kiyone")~ THEN ~[ARAN] Though between you an' me, I'd rather keep talkin' to you an' make some sort o' accommodation, Kiyone. I'd trust you to watch my back right proper.~ == ~C-ARANJ~ IF ~IsGabber("Korgan")~ THEN ~[ARAN] If this is about th' sharpenin' bar, Korgan, here it is. I don't need it no more nohow. An' I'm not so happy wi' havin' to rent it for two iron crescents an' a Trademeet trade bar. Xvim's Spit, that's bloody highway robbery.~ == ~C-ARANJ~ IF ~IsGabber("Kova")~ THEN ~[ARAN] On second thought, stay away, Kova. I'm not particular about my company, but in your case, I'm up for makin' exceptions. I'm not sayin' guilty, I'm not sayin' innocent - I'm just sayin' naught.~ == ~C-ARANJ~ IF ~IsGabber("LRIRENIC")~ THEN ~[ARAN] An' keep your Master O' th' Universe crap out o' my face, wonderboy. <CHARNAME> killed you once, remember? In my opinion, it were done too slowly, an' wi' not enough o' th' pain an' sufferin' on your part.~ == ~C-ARANJ~ IF ~IsGabber("M#AMBER")~ THEN ~[ARAN] I'm not likely to have nothin' to say anyways, Amber. It seems like you are backin' <CHARNAME>, but while you ca take the lady out o' th hells, now, can you really take th' hells out o' th' lady? I don't rightly trust no tiefling, no matter how pretty.~ == ~C-ARANJ~ IF ~IsGabber("Mazzy")~ THEN ~[ARAN] I'll be happy to help on th' weapons cleanin' later, though, Mazzy. I want to see how you sharpen those arrows so fierce.~ == ~C-ARANJ~ IF ~IsGabber("Minsc")~ THEN ~[ARAN] Oh, I'm right sorry, Minsc - didn't mean to be so short. Though when I'm standin' close to you, short is the word what springs to mind right quick, it does. You are blockin' most o' my view, big boy. You mind steppin' over a bit, so's I can see where we are headed?~ == ~C-ARANJ~ IF ~IsGabber("MTS#Shy")~ THEN ~[ARAN] Chende, I'm, err... well, I'm... not that I have anythin' against half-orcs, or nothin, on account o' I have worked wi' my share o' right proper comrades what's got my back as good as I watch theirs, regardless o' orcish blood. It's just you keep adjustin' your top, an' it bothers me a bit. There's a good healthy woman, an' then there's a need to get some clerical intervention. That's just not right, eh?~ == ~C-ARANJ~ IF ~IsGabber("MWAriena")~ THEN ~[ARAN] Ariena, don't be lookin' like that at me I'm not shunnin' you, I just don't rightly have th' time right now! We'll try some sparrin' later on. Though this time, you done got to remember that we be sparrin', not fightin' for real. Last time, you bloody well busted a few o' my ribs.~ == ~C-ARANJ~ IF ~IsGabber("MWKido")~ THEN ~[ARAN] An' no, I'm not interested in more discussions about Cyric an' his Dark Light, Kido. You spin a fine tale, but I'm stickin' wi' <CHARNAME> for <PRO_HISHER> sake, not on account o' any love for murder, death destruction, chaos, an' all that crap.~ == ~C-ARANJ~ IF ~IsGabber("Nalia")~ THEN ~[ARAN] An' I am not one o' th' Great Unwashed Little People, neither, Nalia. I 'll have you know I took a bath just last week. Well, parts o' me, anyways. Wanna see?~ == ~C-ARANJ~ IF ~IsGabber("NATH")~ THEN ~[ARAN] Come by later, though, 'Fletcher. We never did finish talkin' about that whole Trade Way skirmish wi' the Chill hittin' your squad o' Fist. I heard from Valis your party done got ambushed right proper, but fought all th' way out wi' only two casualties anyways. Now that is a story worth hearin' more'n once, it is. I'll provide th' spirits, you provide th' stories. ~ == ~C-ARANJ~ IF ~IsGabber("Ninde")~ THEN ~[ARAN] I mean no disrespect, o'course, m'Lady Ninde. I wouldn't want to be on th' wrong side o' one o' your tongue lashin's. Though if there's a right side, well, I'm your man for to call on. I'll just go get that gear straightened out a bit, eh?~ == ~C-ARANJ~ IF ~IsGabber("O#TIAX")~ THEN ~[ARAN] Yeah, yeah, I done heard you th' first twenty times. 'Tiax Rules All'. 'When Tiax Rules, Aran Will Be Th' Boot-Scraper An' Will Have To Talk To Me'. Sune's Rambunctious Rump, someone get this insane shorty th' Nine Hells away from me.~ == ~C-ARANJ~ IF ~IsGabber("O#XAN")~ THEN ~[ARAN] No offence, Xan, but I want to keep my spirits up, eh? You are one powerful Tel Quessir, but you sure can bring on th' doom an' gloom.~ == ~C-ARANJ~ IF ~IsGabber("P#DEHER")~ THEN ~[ARAN] Beggin' your pardon, m'lady Deheriana. I don't mean no offence to you nor your Ranger.~ == ~C-ARANJ~ IF ~IsGabber("P#KIVAN")~ THEN ~[ARAN] I'm downright flattered you want to talk to me, I am, Kivan - I don't mean no disrespect. There's just not rightly no time now for talkin'.~ == ~C-ARANJ~ IF ~IsGabber("R#ALLIS")~ THEN ~[ARAN] An' don't you be pesterin' me about all that cookin' wi' meat again, Allison. I know you be fond o' th' animals, but there's a right good purpose for them there bunny rabbits. Make good stew, they do!~ == ~C-ARANJ~ IF ~IsGabber("R#Kitanya")~ THEN ~[ARAN] Beggin' your pardon, o' course, vanimaberylellie en amin... no offense meant. I'd Like it fine if we could talk later, Kitanya. I'd like to learn some o' th' Tel Quessirim fightin' tactics, if you've a mind to share.~ == ~C-ARANJ~ IF ~IsGabber("Rylorn")~ THEN ~[ARAN] In fact, forget it. Shut your foul mouth, you Cyric-lovin' filth. If <CHARNAME> didn't keep you on a tight leash like soem pet, I'd be servin' your heart up tartar-style, wi' a nice cup o' th' blood o' innocents you like to murder. Watch your back, bastard, on account o' I'm just waitin' for th' opportunity to plant somethin' between your third an' fourth ribs.~ == ~C-ARANJ~ IF ~IsGabber("SAERILETH")~ THEN ~[ARAN] Hold on... I can do this right proper, I can. I've been readin'. *ahem*. Forsooth, it pains me greatly to cause you distress, my Lady Saerileth. But thy words best not the needs of the moment, and I must away anon. Perchance thy gracious lips would caress mine ears at the first pale glimmer of starlight; for in thine countenance I do see the beauty of life, the vivaciousness of youth, and the satin power of Tyr enobl'd and made feminine in the grace of your form. This poor sinner doth confess the lusts of both body and mind for such sweet discourse; a breath, a moment of your beauty is like the drop of divine wisdom from the countenance of Ao. *ahem*. Sune's Salacious Succulence, talkin' that way'll kill a man dead, it will. ~ == ~C-ARANJ~ IF ~IsGabber("SDNPC")~ THEN ~[ARAN] Come by an' talk later, though, Yikari. We can get a good stiff drink, an' loosen that still tongue o' yours. I want to hear more about th' far off lands, an' especially those Kara-Turan womenfolk!~ == ~C-ARANJ~ IF ~IsGabber("SIME")~ THEN ~[ARAN] Not meanin' to offend you, Sime, nor your father. I'd be right happy if you'd come talk later on. Perhaps I can buy you a drink or somethin', next opportunity. No pass, honest, just interested in swappin' some stories, playin' some dice, passin' the time.~ == ~C-ARANJ~ IF ~IsGabber("SK#NEHT")~ THEN ~[ARAN] I'm up for a mite o' a chat later, though, Neh'Taniel. You talk a deep set o' subjects, you do. I need most o' my mind on th' discussion if I want to keep up, eh?~ == ~C-ARANJ~ IF ~IsGabber("Skooter")~ THEN ~[ARAN] Oh, I'm right sorry, I am. Skooter, I did promise a throw or two o' that stick, didn't I. Right then, here you go... one good toss down that way. Just don't get lost, eh, m'boyo? There's critters around here what could eat *me* for a light snack, let alone you.~ == ~C-ARANJ~ IF ~IsGabber("SOLAUFEIN")~ THEN ~[ARAN] I'm not that interested in talkin' to no drow, nohow, Solaufein. You may talk a good game, but me, I got both my eyes on you. Figuratively speakin' that is. It'd be a mite messy if I done popped 'em out an' stuck em' to you.~ == ~C-ARANJ~ IF ~IsGabber("SUBRU")~ THEN ~[ARAN] Bugger all, Bruce, I told you I was tapped out clean. No coin, no trade bars, nothin'. Hells, man, here - take this flask. An' don't be drinkin' it staright in one shot, or it'll put you right over on your ares. Cut it wi' some water. Now leave me alone 'til payday!~ == ~C-ARANJ~ IF ~IsGabber("SUHESSA")~ THEN ~[ARAN] An' give me back my coinpurse, there, stickyfingers. Umberlee's Undulating Urges, Hessa, you should be lookin' for other marks, not messin' wi' my flat purse. <CHARNAME>'s holdin' all my share!~ == ~C-ARANJ~ IF ~IsGabber("t#dace")~ THEN ~[ARAN] An' don't you be goin' all 'Ducky This' an' 'Ducky That' wi', me, Linton. You're a right fine woman, but I figure you're a mite too streetwise to come roll in th' hay wi' th' like o' me.~ == ~C-ARANJ~ IF ~IsGabber("TASHIA")~ THEN ~[ARAN] Now, you want me to carry that kitty cat o' yours about, I'm your man. An' I wouldn't mind a few riddles, nether, Tashia. How about when we camp, I wander on by an' we have a nice conversation, private-like. I'll brew some decent tea...~ == ~C-ARANJ~ IF ~IsGabber("TSUJATH")~ THEN ~[ARAN] Outsider an' necromancer... there's naught about you that sits right wi' me, Tsujatha. I' m tolerant for <CHARNAME>'s sake, an' that's about it. So don't look for small talk an' comeradeship here.~ == ~C-ARANJ~ IF ~IsGabber("Valen")~ THEN ~[ARAN] An' stop spookin' me like that, Valen. I stay on one side o' <CHARNAME>, you stay on th' other, an' we will be fine. But I don't rightly think we should be havin' no private conversation. I'm likely to end up bein' an appetizer, or a light pre-dinner snack.~ == ~C-ARANJ~ IF ~IsGabber("Valygar")~ THEN ~[ARAN] I'm right suprised you want to talk, anyways, Valygar. You haven't put two words together wi' me in nigh on a tenday.~ == ~C-ARANJ~ IF ~IsGabber("Viconia")~ THEN ~[ARAN] On second thought, Viconia, don't even bother. I've got naught to say to a Shar-kissed spawn o' th' Nether Planes. Bugger off an' go screw an ettin, or somethin'.~ == ~C-ARANJ~ IF ~IsGabber("WILLYB")~ THEN ~[ARAN] besides, if it s that coin I owe you, Bruce m'boy, I'm tapped out until <CHARNAME> loosens those purse strings. So don't go all 'beat your arse' this an' 'youse gonna get yours' on me, eh? Just get <CHARNAME> to drop a few coin my way, an' I'll get square wi' you.~ == ~C-ARANJ~ IF ~IsGabber("WLBRAN")~ THEN ~[ARAN] I don't want to drive you away, none, Branwen you are a fine figure o' a woman. All that 'Tempus' Shield' talk, though, it worries me a mite. I'd offer you some companionship, but I'd rather not be askin' you to heal th' parts o' my body you might cut off.~ == ~C-ARANJ~ IF ~IsGabber("WxJon")~ THEN ~[ARAN] Aye, I did check up on th' idea, Jonathan, an' you'd be a fine addition to any one o' three different Guilds. I can write up th' letters for you, if you want, but the again, what be th' hurry? Th' Guilds take a tithe, an' you are doin' right fine as an independent, watchin' <CHARNAME>'s back.~ == ~C-ARANJ~ IF ~IsGabber("xulaye")~ THEN ~[ARAN] An' by Lolth's Lengthy Legs, keep away from me, you heartless drow bitch. I'm not one o' your filthy spider-spawn males to order about, Xulaye, cover or no cover. You want somethin', you put it through <CHARNAME>, done correct on th' chain o' command.~ == ~C-ARANJ~ IF ~IsGabber("YASRAENA")~ THEN ~[ARAN] I don't have naught to say to you nohow, Yasraena. You seem to be backin' <CHARNAME>, an' I see why. But the only good drow is... well, I'm not so sure I should finish that statement. Just stay where I can watch you, an' don't try to talk me up, an' I won't cause you no trouble. ~ == ~C-ARANJ~ IF ~IsGabber("Yoshimo")~ THEN ~[ARAN] Tell you what, Yoshimo - we'll talk next time we camp. I want to try that card game again. I don't rightly know how you won all five hands, an' I want a chance to make some o' those wages back. ~ == ~C-ARANJ~ IF ~IsGabber("ZAIYA")~ THEN ~[ARAN] Now, don't you be gettin' mad, there, Zaiya. I'm right interested in what you have to say. An' you are a right fine lookin' lassie, too, though sometimes it be dangerous to be around one o' those 'surges' o' yours...~ == ~C-ARANJ~ IF ~IsGabber("Z_MODDY")~ THEN ~[ARAN] Now then, miss foxy lass, I don't have no problems wi' talkin' to you, but now is not rightly th' time. Come by at dinner, Moddy, an' we'll share a bit o' talk, eh? Or better yet, a nice brace 'o rabbits.~ == ~C-ARANJ~ IF ~!IsGabber("ADANGEL") !IsGabber("K#SHEENA") !IsGabber("Aerie") !IsGabber("Anishai") !IsGabber("Anomen") !IsGabber("Azure") !IsGabber("B!Gavin") !IsGabber("b!haldamir") !IsGabber("BIDDE") !IsGabber("Britt") !IsGabber("BWTOUCHX") !IsGabber("CALLISTO") !IsGabber("Cernd") !IsGabber("CHLOE") !IsGabber("CMALORA") !IsGabber("CMGMIRIAM") !IsGabber("CMNIKITA") !IsGabber("CMNINAF") !IsGabber("CORAN") !IsGabber("D#Silver") !IsGabber("D0Alassa") !IsGabber("t#dace") !IsGabber("DL#BWN") !IsGabber("DYNAHEIR") !IsGabber("E3Fade") !IsGabber("Edwin") !IsGabber("FHLAND") !IsGabber("FHLSEB") !IsGabber("FINIREN") !IsGabber("FWGhareth") !IsGabber("G#CASS") !IsGabber("GOZALOTH") !IsGabber("HaerDalis") !IsGabber("Horace") !IsGabber("Hubelpot") !IsGabber("Imoen2") !IsGabber("IYLOS") !IsGabber("J#Kelsey") !IsGabber("Jaheira") !IsGabber("Jan") !IsGabber("JCBruce") !IsGabber("Kari") !IsGabber("K#Auren") !IsGabber("K#Bana") !IsGabber("K#Sarah") !IsGabber("KACHIKO") !IsGabber("Keldorn") !IsGabber("Keto") !IsGabber("KIARA") !IsGabber("KINDREK") !IsGabber("Kiyone") !IsGabber("Korgan") !IsGabber("Kova") !IsGabber("LRIRENIC") !IsGabber("M#AMBER") !IsGabber("Mazzy") !IsGabber("Minsc") !IsGabber("MTS#Shy") !IsGabber("MWAriena") !IsGabber("MWKido") !IsGabber("Nalia") !IsGabber("NATH") !IsGabber("Ninde") !IsGabber("O#TIAX") !IsGabber("O#XAN") !IsGabber("P#DEHER") !IsGabber("P#KIVAN") !IsGabber("R#ALLIS") !IsGabber("R#Kitanya") !IsGabber("Rylorn") !IsGabber("SAERILETH") !IsGabber("SDNPC") !IsGabber("SIME") !IsGabber("SK#NEHT") !IsGabber("Skooter") !IsGabber("SOLAUFEIN") !IsGabber("SUBRU") !IsGabber("SUHESSA") !IsGabber("TASHIA") !IsGabber("TSUJATH") !IsGabber("Valen") !IsGabber("Valygar") !IsGabber("Viconia") !IsGabber("WxJon") !IsGabber("WILLYB") !IsGabber("WLBRAN") !IsGabber("Xulaye") !IsGabber("YASRAENA") !IsGabber("Yoshimo") !IsGabber("Z_MODDY") !IsGabber("ZAIYA")~ THEN ~[ARAN] No offence, <GABBER>, I just don't rightly have much to say to you right now.~ EXIT Please feel free to add suggestions! In Progress Notes: /* Missing Stivan, SBS (Sandra), Therrin, Vanim, Wikaede, Mulgore & Xavia (BGT Indira, some of the Tutu NPC mods that might be CLUA'd into a BGT game) */ /* LEFT OFF ON PURPOSE: Taim, updated by MTS. No dialog, no assignments - silent NPC. */ /* Siefer's Horace is only available through PM/private distribution, and needs minor editing of .d for modern installs. May need permissions to update it and put it back in operation. */ /* Bananna included, but just for fun! [ARAN] Why are bananas never lonely? [bANANNA] Because they hang around in bunches. [ARAN] I done figured it was on account o' they make a right fine snack, so they don't have much time this run on th' Great Wheel. [bANANNA] You are a sick, sick man. [ARAN] I heard down on th' south continent, they 're not goin' to grow bananas no longer. [bANANNA] Really? Why not? That sounds like Banannacide. [ARAN] I heard they was long enough already. [bANANNA] I knew this was an adult mod, but that is a little gauche, don't you think? [ARAN] Hey, Bananna, what's we supposed to do if we see you go all blue? [bANANNA] Try to cheer me up, of course. [ARAN] Hey, Bananna, what would you call two banana skins? [bANANNA] Well, besides murder and vivisaction, I don't know. [ARAN] A pair o' slippers, o' course... [bANANA] Let me guess... you teach 10 year olds, don't you? [ARAN] Hey, Bananna, why is a banana peel on the sidewalk like music? [bANANA] You really have a thing for clobbering fruit, don't you? [ARAN] On account o' if you don't C sharp, you'll B flat. [bANANA] By Chiquita, Dole, and all the other Great Bananna Gods, get this man away from me! [bANANA] Hey, Aran... eat me. [ARAN] Well now, if that be an invitation... [bANANA] Hey, stop grinning like that! This isn't the Square Mod. [ARAN] Hey, Bannana, Knock knock! [bANANA] Who's there? [ARAN] Banana. [bANANA] Yes? [ARAN] No, that's who's there. [bANANA] That's not there, or No's not there? [ARAN] Bloody hells, that's what you get when you go tryin' to talk to a bananna. [ARAN] Hey, Bannana, let's try this again. Knock knock! [bANANA] Who's there? [ARAN] Banana. [bANANA] Banana who? [ARAN] Knock Knock. [bANANA] Who's there? [ARAN] Banana. [bANANA] Banana who? [ARAN] Knock Knock. [bANANA] Who's there? [ARAN] Orange. [bANANA] Hey, leave my sister out of this. [ARAN] Bloody hells, another blighted joke smashed to a pulp. [bANANA] No need to get violent there, big boy. */ /* Skooter included, but not on NPC tutorial index for pdialog.2da. Note to self - Check with Ace - I can see a whole ton of fun dialog now. [ARAN] Chauntea take that dog, he done tripped me three times today already. Right, then, laddie, waht do you want? [sKOOTER] THUD. *pant* *pant* *pant* *pant* *pant* [ARAN] OK. Now I see. Droppin' th' stick on my foot done made it clear. You are a bloody strong dog, eh? I'll toss it, then go get my foot bandaged. [sKOOTER] *wag* *wag* [ARAN] And a good wind up... go get it! [sKOOTER] (Zzzzing...) [ARAN] Hey, where did my jerky go? [sKOOTER] wmbmbmwmbb [ARAN] SKOOTER! Hey, leave that be, m'boyo - get your doggie teeth outta my sna... bloody hells, too late. [sKOOTER] *sniff* *sniff* [ARAN] Oi, there, laddie - get that long nose back where it do belong. You get any more treats, I'll be carryin you while you moan an' complain from overindulgin' ! */ NPC tutorial index for pdialog.2da Dace Linton [T#DACE T#DACEP T#DACEJ T#DACED T#DAC25P T#DAC25J T#DAC25D T#DAC25 BT#DACE BT#DAC25] Bananna (short joke joinable) [K#Bana K#BanaP K#BanaJ K#BanaD K#Ban25P K#Ban25J K#Ban25D K#Bana25 K#BanaB K#Ban25B] Horace (Siefer) [Horace HoraceP HoraceJ HoraceD Horc25P Horc25J Horc25D Horc25 BHorace BHorc25] Sheena (Red Night)[K#SHEENA SHEENAP SHEENAJ SHEENAD SHEENA25P SHEENA25J SHEENA25D SHEENA25 BSHEENA BSHEENA25] Taim (Major Tom Sawyer) [ silent, no dialog assignments made at all] Ninde (Diva) [NINDE LK#NINDP LK#NINDJ LK#NIND LK#NI25P LK#NI25J LK#NI25D LK#NI25 BLK#NIND BLK#NI25]
  16. Love Talks OK. Looking through both BioWare materials and all of the NPC modded romances I can find out there, we have a couple of things to think about with regards to the lovetalk sequence. The standard approach is to ask about family, share some personal background, develop a sense of friendship and intimacy, and to hold off on any deep pronouncements of attraction until late in the game. This is a solid model mimicking real life; gradual expansion of the idea that a person is interesting, developing a sense of rapport, and slowly building intimacy. (OK, so not so much for Saerileth, but what do you expect from a massively hormonally driven 15 year old Paladin of Tyr who has obviously read way too many romance novels back on her home plane - all that power, energy, lust, and excitement coupled with a heavy dose of Romatic Idealism and first love, and you have a "Mine Own True Prince Charming True Love At First Sight with a heavy dose of Shakespearean Angst® and Faustian Promise©. She feels things so deeply that if you break her heart, she dies of it - only a massive convergence of Tyr's power, the rush of first adolescent love, and the intense focus of a fanatic could produce that result even in a fantasy setting. So let's just forget she exists for the purposes of this discussion. If anything she is the anti-Aran, anyways. If he gets thrown over for someone else, he is more likely to get very angry, very drunk, and hit every bar and brothel in Western Faerun, starting in Amn. He probably ends somewhere deep in the pleasure quarter of a backwater Calimshan dock, running the "Extra-Planar Casa Blanca Humphrey Bogart Gin Joint for Disposessed Lovers and Angy Young Men" (courtesy of Billy Joel, with an infinite loop of Angry Young Man, Shades of Grey, and All for Leyna running over Film Noir backdrops.) The commonalites: Gradually developing storyline exploring eachother's background, usually driven by the NPC (showing increasing interest). Indistinguishable from friend talks for the first several in the series. Mimics the RL "I am talking to <prohimher> more than to other folks because I think I might like him." Increasingly tailored responses, with several opportunities for the NPC to "break up" - the NPC is evaluating PC and determining if they meet the criteria. And vice versa, of course... Attempts to shut down if the romance goes committed to another NPC, or if the criteria set is no longer met. There is another commonality - the "Conditioned Lovetalk". You know, the one where you have to be resting outdoors to get the next lovetalk, or resting in an inn... basically, the author needs to set the scene a certain way for the interaction to occur - and the lovetalks go into a holding pattern until the player meets those conditions. Those, well... I hate 'em. They work beautifully from a storytelling standpoint, they make sense, and they are some of the nicest vignettes in game - and they even have good gaming value because they stretch content out across the entire game. My absolute favorite is Domi's BG1NPC Dancing With Dynaheir lovetalk. And I still hate 'em. They are in character, like Nalia needing to return to the Keep for consummation because that "wait for the special person and everything should be just right" is a fantasy that people try to play out in real life, too. And it is silly for Ajantis to try to do a rose flirt under the stars when there are no stars and you are in Underdark, making it imperative that conditions for the talk are set to make it fit. It makes sense from a "relationship plateau" standpoint, where the will-she-or-won't-she-show-some-interest stalls while characters get up the nerve. It even makes sense for the player to have to "work for it", because a game where there is no challenge is a game played once and forgotten. A character has to play hard to get just like a human does, at times and situations, to show self-respect and self-awareness. But I can't get past the fact that I hate 'em. I hate them because they demand that the sequence wait for a set of conditions to fulfill, for the "stars to be aligned"... for the player to do something specific without realizing it. Which leads to metagaming. Which makes folks post stuff like "Aran hasn't talked to me in three chapters - was I wrong to tell him to sleep with whom he chooses... did I break the romance?" to which I have to reply "No, not at all - you need to be a Half-Elven Female Lawful Good Paladin with a Charisma of 18, Intelligence of 16+, wisdom of 12-, after sleeping in an outdoor area three times, be resting in an inn in Brynlaw, have only elven female Fighter/Mages in the party, have killed three vampires in the last 14 script cycles, game time must be greater than 16 hours, it needs to be night, and you must have installed Divine Remix. Oh, and it only works if you have correctly answered three riddles in the 12 riddle sequence while battling vampiric shades in Firkaag's Lair." So, what ideas can I twist to make the standard NPC format work, but avoid this? Well, "Floaters". Aran's "Sequences vs Floaters" For Aran, let's try straight friendship track, based on the timer and no other basic conditions. The player gets to set how often they might be triggered. straight romance track, based on the timer and no other basic conditions. The player gets to set how often they might be triggered. a pool of "Floater" talks. These talks/events can be triggered after certain lovetalks, and tightly conditioned. They become "Easter Eggs", or unlocked content after a lovetalk has passed, just like the Filrt Sequence "I have had enough teasing, I want you" material. This separation allows a simple and easily scripted sequence that still can be derailed by either player or NPC based on reactions and answers, but provides the opportunity to have event-specific or conditioned content. Most of all, the main sequence of the story can play out even if Player1 decide to never, ever, ever rest in an inn, becuse their Druidess absolutely would die rather than sleep in the Great Blight That Is Civilization. Since I like music, and it can serve as inspiration for either mood or content, let's play around with using musical analogies/temes/evoked mood to gain inspiration. No need to re-invent the Bb Major Scale; love has been around as long as humans have, and the themes are good fun to play arond with and take in different directions. We follow the standard Romantic Comedy sequence - attraction but separation, leading to attraction but conflict, leaading to resolution, leading to misunderstanding and/or barriers and self-sabotage, leading to breakup. leading to soul-searching, leading to a. Dissolution (Tragedy: It Was Never To Be), b. Resolution (Comedy/Romance: Happily Ever After) or Transmutation (Comedy/Romance: The Other Girl Was the Protagonist's Soul Mate From The Start). This is more risky than the standard story/film/play/anime-based graphic novel line; the player still has to work through these things with a real chance of failure. The escape lines for both NPC and PC mean that some content may never be unlocked; but it frees us up to a new idea necessary for an NPC - how do you write for diferent players? Remember, he is a Companion Mod. The fun is figuring out how it all works for Aran and PC, and gives them a chance at having the romance in a roleplay that takes players into account. The same lovetalk, under this model, could be four separate scenes, even before we add in pathways for the PC to alter the action and direction: EVIL vs ARAN GOOD vs ARAN (and if you don't know the scene that sparked this idea, go see Notting Hill again. Good screenplay, if trivial). CHAOS vs ARAN LAW vs ARAN With that in mind, let's get an outline of a set of ovetalks that follows the Romantic Comedy conflict setup of will she? Won't she? Does she? SHE DOES! EWait a sec... you mean i have to... Hey, that wasn't good. No Fair. Who is *he*. What is going on here? [misunderstanding/conflict] Central Lovetalk Pathway Index: Inspiration Playlist 33 base sequence talks, combined between SoA and ToB. Only 4 fit with ToB, with Marriage and Eternity talks, so either move some around or add some, or cut some, I think. This is an inspirational playlist, not a guide direct content - the idea is to either evoke the song's feeling for the female player, or to provide what Aran is feeling, depending on the song. Please note I am still a dude - and I like a very large range of stuff musically, so while all this stuff has complete playthrough in my head, it shares it with avante-garde classical, Stravinsky, Grateful Dead, Dave Mathews band, Green Day, Feist, and a heavy dose of grunge, alternative, pretty much anything except mysogynistic rap. Oh, and I can't get "Amish Paradise" out of my head - thanks alot, Al Yankovic. MAIN LOVETALK SEQUENCE >>> /* Romance ended, buddy - it's Over. Go back to work, SellSword. //* Dixie Chicks - Hello, Mr. Heartache */ >>> 1. /* Hey - I'm available, even though you aren't or might be on the fence */ //* Mary Chapin Carpenter - I Take My Chances */ //* BG2 LoveTalk 1, c-aranbg2rom = 1 c-aranromtimer,C-ARAN_ROM */ //* Dixie Chicks: Ready To Run */ //* BG2 LoveTalk 2, c-aranbg2rom = 3 c-aranromtimer,C-ARAN_ROM */ //* Queen - Somebody To Love */ 2. /* I like you - do you like me? */ //* ABBA - Name of the Game */ //* Billy Joel - You may be Right/We Didn't Start The Fire mixology */ //* ABBA - Take A Chance On Me: */ /* I want you - do you want me? */ //* Dixie Chicks - If I Fall: */ //* Police - Every Little Thing She Does Is Magic */ //* Dixie Chicks - Long Time Gone: */ //* Billy Joel - Blonde Over Blue */ (I really love this one) 3. /* You have me - do I have you? */ //* Billy Joel - Up Town Girl */ Uptown Girl //* Journey - Any Way You Want It */ >>>>I was alone >>>>I never knew >>>>What good love could do >>>>Ooh, then we touched >>>>Then we sang >>>>About the lovin things 4. /* You don't really want me, do you. */ //* Billy Joel - Shades of Grey */ //* Police - Wrapped around Your Finger */ /* Dating a Once and Future Goddess stinks. */ //* Police - Roxanne */ //* Billy Joel - Everybody Loves You Now */ Visiting the very dark side, the great subtext - like ABBA, upbeat and funny, fun, interesting, until you listen carefully... and then the irony kicks you in the teeth and you realize that all the pretty colors are the side-effect of a 20th level mage casting Color Spray.. Everybody Loves You Now //* Police - Every Breath You Take */ Sinister and loving at the same time. Creepy. 5. /* I hate you. */ //* ABBA - I'm A Marrionette */ //* Billy Joel - Big Shot */ //* Billy Joel - Captain Jack */ 6. /* I can't live without you. */ //* Billy Joel - All for Leyna */ //* Phil Collins - Take a look At Me Now */ //* Mary Chapin Carpenter - Shut Up and Kiss Me */ 7. /* Will you be here forever? */ //* Billy Joel - Honesty */ //* ABBA - One Man, One Woman */ 8. /* I am yours, completely, without reservations. */ //* 10,000 Maniacs - Because the Night: Because the night belongs to lovers, Because the night belongs to us */ This one may have to move to the middle of SoA if we are going for Romantic Comedy - or it might have to be a close to the end of ToB full Destiny or Desire moment. Save this one for the full on heavy duty erotic moment. Apparently, it is alot more popular than I thought, judging by the videos available. I thought only old dudes like me listened to this stuff. [EDIT - Wow. Agressive Copyright Enforcement. Cutting out six links that no longer work] Original - Bruce Springsteen's version doesn't capture the raw energy even though they wrote it together. But, I'm a sucker for more smooth and demanding, yearning, insistent voices that curl around your psyche and sweep you along - so 10000 Maniacs with Natalie Merchant instead - Wow. I must really like this song. //* Mary Chapin Carpenter - This Shirt */ //* Billy Joel - She's Always A Woman To Me */ 9. /* Marry me? Or just live together forever? Or even if you become a goddess... can I worship you? //* Peter Gabriel - In Your Eyes */ //* Lee Ann Womak - I Hope You Dance */ /* Choosing to Be A Goddess Or Not */ //* Mr. Mister - Kyrie */ >>>>Kyrie eleison, down the road that I must travel >>>>Kyrie eleison, through the darkness of the night >>>>Kyrie eleison, where I'm going will you follow >>>>Kyrie eleison, on a highway in the light //* Chicago - Love me Tomorrow */ OK, this gives us an outline. Some of these will be slashed and burned, too - if it just doesn't work, it just doesn't work. But we have a basic framework to build from. Let's try a first lovetalk: /* Mary Chapin Carpenter - I Take My Chances */ /* BG2 LoveTalk 1, c-aranbg2rom = 1 c-aranromtimer,C-ARAN_ROM */ /* Link to net reference, but the CD is much better :: www.youtube.com/watch?v=wYhjNDFMMc0 */ IF ~Global("c-aranbg2rom","GLOBAL",1)~ THEN BEGIN c-aranbg2romtalk1 SAY ~[ARAN] Are ye needin' somethin', <charname>?~ ++ ~[PC] No. Why do you ask?~ DO ~SetGlobal("c-aranbg2rom","GLOBAL",1) RealSetGlobalTimer("c-aranromtimer","GLOBAL",C-ARAN_ROM)~ GOTO c-aranbg2rom1ask ++ ~[PC] I was about to ask you the same question.~ DO ~SetGlobal("c-aranbg2rom","GLOBAL",1) RealSetGlobalTimer("c-aranromtimer","GLOBAL",C-ARAN_ROM)~ GOTO c-aranbg2rom1question ++ ~[PC] Yes. After I box your ears. Touch me again without my permission, and I will do far worse.~ DO ~SetGlobal("c-aranbg2rom","GLOBAL",1) RealSetGlobalTimer("c-aranromtimer","GLOBAL",C-ARAN_ROM)~ GOTO c-aranbg2rom1boxed ++ ~[PC] Yes, I do. I need you to watch our surroundings, and stop watching me.~ DO ~SetGlobal("c-aranbg2rom","GLOBAL",1) RealSetGlobalTimer("c-aranromtimer","GLOBAL",C-ARAN_ROM)~ GOTO c-aranbg2rom1watchingme ++ ~[PC] You flatter yourself, boyo.~ DO ~SetGlobal("c-aranbg2rom","GLOBAL",1) RealSetGlobalTimer("c-aranromtimer","GLOBAL",C-ARAN_ROM)~ GOTO c-aranbg2rom1boyo <<standard exit="" block="">> END IF ~~ c-aranbg2rom1ask SAY ~[ARAN] Well, you keep strayin' your eyes my way, is all. An' I do believe I was a mite forward, back there, with my hands. You should box my ears but good. Sune knows I deserve it. Or was you goin' to tell me that I have permission to be a scoundrel?~ ++ ~[PC] You have my permission, Aran. If you are man enough for the task.~ + c-aranbg2rom1manenough ++ ~[PC] Scoundrel. Aran, you surprise me. You actually know a word longer than 'aye'.~ + c-aranbg2rom1wordlonger ++ ~[PC] Again with the romance. Some men don't take a hint. Look, drop it, Aran. And touch me again and you will be very sorry.~ + c-aranbg2rom1verysorry ++ ~[PC] You flatter yourself, boyo.~ + c-aranbg2rom1boyo <<standard exit="" block="">> END IF ~~ c-aranbg2rom1question SAY ~[ARAN] Well, I hinted back there, is all. My eyes be strayin' your way too, I guess. An' you didn't box my ears back there when my hand kinda wandered a bit.~ ++ ~[PC] Touch my rear again without my permission, and I will do far worse.~ + c-aranbg2rom1boxed ++ ~[PC] You have my permission, Aran. If you are man enough for the task.~ + c-aranbg2rom1manenough ++ ~[PC] You flatter yourself, boyo.~ + c-aranbg2rom1boyo <<standard exit="" block="">> ++ ~[PC] Scoundrel. Aran, you surprise me. You actually know a word longer than 'aye'.~ + c-aranbg2rom1wordlonger END IF ~~ c-aranbg2rom1boxed SAY ~[ARAN] Aye, I do believe I was a mite forward. You should box 'em but good. Sune knows I deserve it. Or was you goin' to tell me that I have permission to be a scoundrel?~ ++ ~[PC] Scoundrel. Aran, you surprise me. You actually know a word longer than 'aye'.~ + c-aranbg2rom1wordlonger ++ ~[PC] Forward is good. But there is a time and place.~ + c-aranbg2rom1timeandplace ++ ~[PC] *whack*~ + c-aranbg2rom1whacked ++ ~[PC] You flatter yourself, boyo.~ + c-aranbg2rom1boyo <<standard exit="" block="">> END IF ~~ c-aranbg2rom1watchingme SAY ~[ARAN] Well, I do admit you are a sight to be watched, <charname>. But I can watch you an' keep lookout too.~ ++ ~[PC] You misunderstand me. If you think I am watching because you are attractive, you flatter yourself, boyo. I just can't trust you to keep your mind on the job.~ + c-aranbg2rom1boyo ++ ~[PC] I don't mind the glances, Aran. But there is a time and place.~ + c-aranbg2rom1timeandplace ++ ~[PC] Oh, Aran, my dearest love, come and we shall frolic freely among the stars, and be one together for all eternity... + c-aranbg2rom1joking END IF ~~ c-aranbg2rom1joking SAY ~[ARAN] Aye, that's right. Make fun o' the poor lad what just was flirtin' with you. Go on wi' ye. ~ ++ ~[PC] Well, stop with all the love stuff and let's just stick to business, shall we?~ + c-aranbg2rom1chances ++ ~[PC] No, no, it's true. You are my destiny, Aran. That, or I am supposed to be the doing something about prophecies, or something. We can't just leave all that to chance, can we?~ + c-aranbg2rom1chances ++ ~[PC] What is sauce for the goose is sauce for the gander, Aran. You have been teasing me with all this looking and touching.~ + c-aranbg2rom1chances ++ ~[PC] You have a good deal to learn about women, Aran.~ + c-aranbg2rom1chances END IF ~~ c-aranbg2rom1boyo SAY ~[ARAN] Well, not to flatter myelf, exactly. I just believe in takin' some chances, is all.~ ++ ~[PC] Chance is fine when it comes to some things. But you are treading dangerous ground here.~ + c-aranbg2rom1chances ++ ~[PC] Chance is something to be avoided at all costs. There is an order to all things, Aran.~ + c-aranbg2rom1timeandplace ++ ~[PC] So you believe that taking your life into your hands and accosting me is worth the risk?~ + c-aranbg2rom1chances ++ ~[PC] If you want a chance with me, you had better behave.~ + c-aranbg2rom1chances ++ ~[PC] No chance here, Aran. I have my attentions placed elsewhere. Stop bothering me.~ + c-aranbg2rom1chances END IF ~~ c-aranbg2rom1manenough SAY ~[ARAN] Oh, I be man enough. Just not sure where the rules an' regulations put us, you bein' you an' all. Then again, I do believe in takin' chances.~ ++ ~[PC] Chance is fine when it comes to some things. But you are treading dangerous ground here.~ + c-aranbg2rom1chances ++ ~[PC] Chance is something to be avoided at all costs. There is an order to all things, Aran.~ + c-aranbg2rom1chances ++ ~[PC] So you believe that taking your life into your hands and accosting me is worth the risk?~ + c-aranbg2rom1chances ++ ~[PC] If you want a chance with me, you had better behave.~ + c-aranbg2rom1chances ++ ~[PC] Some things I leave to chance, Aran. But I like the odds better when the person is much better educated. + c-aranbg2rom1wordlonger END IF ~~ c-aranbg2rom1wordlonger SAY ~[ARAN] Oh, you know how to hurt a lad, you do. I didn't do all this scribin' blind. There be some words I can't pronounce, but I can even do a bit of Dwarven an' Illuskan script. 'Scoundrel' has been used about me before, too. Sometimes for good, sometimes meanin' bad... an' always meanin' trouble.~ ++ ~[PC] Your mother must be so proud.~ + c-aranbg2rom1mocking ++ ~[PC] And you chose to use this extensive vocabulary on me because...~ + c-aranbg2rom1boyo ++ ~[PC] Good, bad, or indifferent, you are welcome to try sparring with me, Aran. But aren't you taking a big chance, here?~ + c-aranbg2rom1chances ++ ~[PC] Somehow this conversation has gotten sidetracked. Keep your eyes and hands to yourself, sellsword. I won't give many second chances.~ + c-aranbg2rom1chances END IF ~~ c-aranbg2rom1timeandplace SAY ~[ARAN] Now, I don't rightly believe that. There is naught but little time to spend on Faerun, an' it don't serve the time we have to play it so safe.~ IF ~~ THEN GOTO c-aranbg2rom1chances END IF ~~ c-aranbg2rom1whacked SAY ~[ARAN] SUNE'S RUMP! That bloody well hurt!~ ++ ~[PC] Forward is good. But there is a time and place. Learn it, and yours.~ + c-aranbg2rom1timeandplace ++ ~[PC] Keep your eyes and hands to yourself, sellsword. I won't give many second chances.~ + c-aranbg2rom1chances ++ ~[PC] Shall I kiss it and make it better, Aran?~ + c-aranbg2rom1mocking ++ ~[PC] I mean what I say. Stop flirting with me, or risk my wrath.~ + c-aranbg2rom1chances END IF ~~ c-aranbg2rom1verysorry SAY ~[ARAN] I already bloody well am sorry I brought anythin' up. You need to lighten up, <charname>, an' take some chances. ~ IF ~~ THEN GOTO c-aranbg2rom1chances END IF ~~ c-aranbg2rom1mocking SAY ~[ARAN] Selune's Sweet Breath, you are mockin' me! Well, now, can't say as I blame you. I did come on a bit strong.~ IF ~~ THEN GOTO c-aranbg2rom1chances END IF ~~ c-aranbg2rom1chances SAY ~[ARAN] Look, most times it is better to dive in, an try. An' if there be some problem, the folks you want to be around forgive you freely, an' the folks you want naught to do with try to extract some price. When Tymora lets fly a coin, I jump right in an' wager high. I take my chances every chance I get. ~ IF ~~ THEN EXIT END </charname></charname></standard></standard></standard></standard></charname></charname></charname></charname></charname></charname></charname></prohimher>
  17. Ah, the Flirtpack - feel the love. In my opinion, a really good addition to your BG2 game, if you are pursuing an in-game romance. From a roleplaying perspective, why does the player have to initiate everything? If the attraction is mutual, why wouldn't the NPC in question try a little to let you know that you might just be a candidate for the position of That Special Someone? Completely useless for powergamers and folks who want to play quests without the distractions of additional banter. Also not the best addition for folks who want to keep to the "early teen years" rating (though the 10 - 14 year olds I teach know more about hooking up than one would ever want to believe). But Aran is designed as a Companion Mod, so he should probably flirt a little bit. Or alot, as the case may be. WARNING: Soap Opera Style Innuendo And Language Present. If You Have To Ask If You Are Old Enough To Read This, You Aren't. So, let's hit source material for code. We are going to work with traified code, where the language that the player sees had been replaced with translation references, so that we are not unduly influenced by his text. Traified code sets up this: SAY ~Oh, you big strong man, you~ = SAY @142 For a full rundown on traification (creation of translator files from hardcoded .d files so that different languages can be used by the same code) see [ url= get the weidu docs anchor and insert here ]this documentation[ /url ] JCompton's FlirtPack, setup-npcflirt.tp2 EXTEND_TOP ~aerie.bcs~ ~npcflirt\aeriesoainitflirt.baf~ JCompton's FlirtPack, aeriesoainitflirt.baf IF Global("FWAerieFlirtsStart","LOCALS",0) GlobalGT("Lovetalk","LOCALS",8) OR(2) Global("AerieRomanceActive","GLOBAL",2) Global("AerieRomanceActive","GLOBAL",1) THEN RESPONSE #100 SetGlobal("FWAerieFlirtsStart","LOCALS",1) RealSetGlobalTimer("FWAerieFlirt","LOCALS",300) END IF RealGlobalTimerExpired("FWAerieFlirt","LOCALS") Global("FWAerieStartFlirtSOA","GLOBAL",0) G("FWDisableFlirts",0) InParty(Myself) !StateCheck(Player1,STATE_SLEEPING) G("SleptAerie",0) !Global("LoveTalk","LOCALS",19) !Global("LoveTalk","LOCALS",27) OR(2) Global("AerieRomanceActive","GLOBAL",2) Global("AerieRomanceActive","GLOBAL",1) See(Player1) CombatCounter(0) !See([ENEMY]) !Range([NEUTRAL],10) !AreaCheck("AR2100") !AreaCheck("AR2101") !AreaCheck("AR2102") !AreaCheck("AR2200") !AreaCheck("AR2201") !AreaCheck("AR2202") !AreaCheck("AR2203") !AreaCheck("AR2204") !AreaCheck("AR2205") !AreaCheck("AR2206") !AreaCheck("AR2207") !AreaCheck("AR2208") !AreaCheck("AR2209") !AreaCheck("AR2210") !AreaCheck("AR2400") !AreaCheck("AR2401") !AreaCheck("AR2402") THEN RESPONSE #100 SetGlobal("FWAerieStartFlirtSOA","GLOBAL",1) StartDialogueNoSet(Player1) Wait(1) END IF RealGlobalTimerExpired("FWAerieFlirt","LOCALS") Global("FWAerieStartFlirtSOA","GLOBAL",1) THEN RESPONSE #100 SetGlobal("FWAerieStartFlirtSOA","GLOBAL",0) RealSetGlobalTimer("FWAerieFlirt","LOCALS",2700) END IF RealGlobalTimerExpired("FWAerieFlirt","LOCALS") !CombatCounter(0) THEN RESPONSE #100 RealSetGlobalTimer("FWAerieFlirt","LOCALS",150) END So what is he doing here? In a general sense, he is setting up Aerie's script aerie.bcs with a set of commands that will cause the equivalent of a "PID" or "Force-Talk" at prearranged times. He has a few things that have become as close to canonical in mod authoring as can be had within such a disparate group of rugged individualists: In the first block, he checks for a potential or active Aerie romance, and sets a timer for progress. Notice it also doesn't start until the 4th lovetalk, so the player isn't tackled by Nympomaniac Aerie before they have gotten to know eachother a bit... In the second block, AreaCheck screening out of any places where flirting would be really silly: PC: "Heya, oh Drow-Disguised Aran... you look hot tonight" ARAN:"Sune's Sultry Sandals, girl, you want to blow our cover? Eh... well... didn't mean no... shouldn't o' used "blow" an' "cover", in th' same sentence. Damn your bright eyes, stop laughin' like that, you will call in th' entire Underdark!" Same block, G("FWDisableFlirts",0) checked as a screening variable so that if a player finds the flirts not to their liking they can shut them off. A snippet of the related .d file JCompton's FlirtPack, aeriesoaflirt.d // Active=1 initiated flirts APPEND AERIEJ IF ~Global("FWDisableFlirts","GLOBAL",0) Global("FWAerieStartFlirtSOA","GLOBAL",1) See(Player1) !StateCheck(Player1,STATE_SLEEPING) CombatCounter(0) Global("AerieRomanceActive","GLOBAL",1) !AreaCheck("AR2100") !AreaCheck("AR2101") !AreaCheck("AR2102") !AreaCheck("AR2200") !AreaCheck("AR2201") !AreaCheck("AR2202") !AreaCheck("AR2203") !AreaCheck("AR2204") !AreaCheck("AR2205") !AreaCheck("AR2206") !AreaCheck("AR2207") !AreaCheck("AR2208") !AreaCheck("AR2209") !AreaCheck("AR2210") !AreaCheck("AR2400") !AreaCheck("AR2401") !AreaCheck("AR2402")~ THEN BEGIN aerieinitflirtbase1 SAY @0 IF ~~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aeriethanks IF ~RandomNum(10,1)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aerieshuffle IF ~RandomNum(10,2)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aeriestandclose IF ~RandomNum(10,3)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aerieeyeing IF ~RandomNum(10,4)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aerieshoulder IF ~RandomNum(10,5)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aeriecircus IF ~RandomNum(10,6)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aeriesonice IF ~RandomNum(10,7)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aerielistening IF ~RandomNum(10,8)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aerienowonder IF ~RandomNum(10,9) AreaType(OUTDOOR)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aeriepointstars IF ~RandomNum(10,10) ReputationGT(Player1,15)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aerienice2people IF ~RandomNum(10,10) ReputationLT(Player1,8)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aeriemean2people IF ~HPLT(Player1,15)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO lowhp1 END IF ~~ aerienice2people SAY @590 IF ~~ EXIT END IF ~~ aeriemean2people SAY @591 = @592 IF ~~ EXIT END IF ~~ lowhp1 SAY @589 IF ~~ THEN DO ~ReallyForceSpell(PLAYER1,CLERIC_CURE_MEDIUM_WOUNDS)~ EXIT END IF ~~ aeriethanks SAY @586 IF ~~ THEN EXIT END IF ~~ aeriepointstars SAY @585 IF ~~ EXIT END IF ~~ THEN BEGIN aerielistening SAY @400 = @401 IF ~~ THEN EXIT END IF ~~ THEN BEGIN aerienowonder SAY @402 = @403 IF ~~ THEN EXIT END and a little later on, ones created for the player to initiate: // PC-initiated flirts: Active=1 IF ~Global("FWDisableFlirts","GLOBAL",0) IsGabber(Player1) CombatCounter(0) GlobalGT("Lovetalk","LOCALS",8) !Global("LoveTalk","LOCALS",19) !Global("LoveTalk","LOCALS",27) Global("AerieRomanceActive","GLOBAL",1) !AreaCheck("AR2100") !AreaCheck("AR2101") !AreaCheck("AR2102") !AreaCheck("AR2200") !AreaCheck("AR2201") !AreaCheck("AR2202") !AreaCheck("AR2203") !AreaCheck("AR2204") !AreaCheck("AR2205") !AreaCheck("AR2206") !AreaCheck("AR2207") !AreaCheck("AR2208") !AreaCheck("AR2209") !AreaCheck("AR2210") !AreaCheck("AR2400") !AreaCheck("AR2401") !AreaCheck("AR2402")~ THEN BEGIN aerieflirtbase1 SAY @18 = @20 IF ~RandomNum(4,1)~ THEN REPLY @19 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO prettyaerie1 IF ~RandomNum(4,2)~ THEN REPLY @19 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO prettyaerie1 IF ~RandomNum(4,3)~ THEN REPLY @19 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO prettyaerie2 IF ~RandomNum(4,4)~ THEN REPLY @19 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO prettyaerie3 IF ~RandomNum(4,1)~ THEN REPLY @25 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO nuzzle1 IF ~RandomNum(4,2)~ THEN REPLY @25 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO nuzzle1 IF ~RandomNum(4,3)~ THEN REPLY @25 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO nuzzle2 IF ~RandomNum(4,4)~ THEN REPLY @25 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO nuzzle2 IF ~RandomNum(4,1)~ THEN REPLY @501 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO hug1 IF ~RandomNum(4,2)~ THEN REPLY @501 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO hug2 IF ~RandomNum(4,3)~ THEN REPLY @501 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO hug3 IF ~RandomNum(4,4)~ THEN REPLY @501 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO hug4 IF ~G("FWAerieBadTouch",0)~ THEN REPLY @29 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO badtouch1 IF ~G("FWAerieBadTouch",1)~ THEN REPLY @29 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO badtouch2 IF ~RandomNum(4,1)~ THEN REPLY @33 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO aerierobe1 IF ~RandomNum(4,2)~ THEN REPLY @33 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO aerierobe2 IF ~RandomNum(4,3)~ THEN REPLY @33 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO aerierobe3 IF ~RandomNum(4,4)~ THEN REPLY @33 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO aerierobe1 <<etc., etc.>> These bring in another set of ideas which have become pseudo-canonical in mod authoring: FLIRTS NOT TALKS. Initiation from the NPC = line, silent transition to a new state, response, exit. From the PC = line, player chooses an action, NPC gives response, exit. Otherwise, they are LoveTalks or Banters With Benefits. Use of IncrementGlobal() to track the number of flirts. Other mods, like berelinde's Gavin, Jastey's Ajantis, and a whole raft of other mods that track the PC responses (both positive and negative) have expanded that idea using IncrementGlobal("myGlobal","GLOBAL",1) and IncrementGlobal("myGlobal","GLOBAL",-1) to track player responses as seen from Use of RandomNum(#,#) to generate varied responses to the same basic action/dialog path taken by the player. Use of a "toggle" to turn a specific state on and then off again via script. NOTE: The Flirt Pack uses BioWare style toggles, standard for several years of i.e. modding, setting them active and then inactive via script. Modern usage is usually the safer "toggle on in script, toggle off and set timer in dialog". There are positives and negatives for both ways of doing this, but the current "industry standard" says that the best way to ensure that everything you have done in your own mod works correctly is to use dialog to close the variable as mauch as possible. So why don't we just do exactly what JCompton did, copying the code, and swapping in new values? I mean, why mess with success? Well, basically, that is what we are doing. But we can't just crib the code wholesale; for one thing, the package was coded before every NPC and their brother had PIDs. Look carefully at the player initiated flirts, and you see a conditionally modified PID. With IsGabber(Plaayer1) and then a second condition, JCompton switches in a new equivalent of a PID based on the globals and situation; for another look at this, look up the way Ajantis' PID is set up by Jastey in BG1NPC based on romance/no-romance conditions. So we would have hassles with Aran's PID. For our usage, we will borrow most of these ideas and reformat them into two separate sets of materials, one accessed as part of the PID made as a decision led from a single state, and the NPC-initiated flirts set up as an independent group of talks on thier own modifiable timer. For existing examples of that kind of work, here is an example from berelinde's code development in Gavin (the BG content, as the BG2 content is not yet available): IF InParty(Myself) TimeOfDay(DUSK) AreaType(OUTDOOR) Global("B!GavinDuskFlirt","GLOBAL",0) See(Player1) !See([ENEMY]) CombatCounter(0) !Global("B!DisableFlirts","GLOBAL",1) !Global("B!GavinQuietLover","GLOBAL",1) Global("B!GavinRomanceMatch","GLOBAL",1) !Global("B!GavinWoman","GLOBAL",1) //Gavin won't conduct his romance while he's female !StateCheck("B!GAVIN",CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 SetGlobal("B!GavinDuskFlirt","GLOBAL",1) PlaySong(0) PlaySound("BGAV_SS") StartDialogNoSet(Player1) END firing the related .d, CHAIN IF ~Global("B!GavinDuskFlirt","GLOBAL",1)~ THEN ~B!GAVINJ~ BGavinDuskFlirt ~You know, <CHARNAME>, there was a time, not long ago, when the approach of evening would fill me with dread. I would watch the sun sinking on the horizon, and I would not see the beauty of the sunset, but the mockery of the dawn. There was no promise of a new day, just the cold emptiness of night.~ = ~I never realized how beautiful the sunset could be.~ DO ~SetGlobal("B!GavinDuskFlirt","GLOBAL",2)~ EXIT Here we see some modern flirt components: PlaySong(0) and PlaySound("myWAV") to stop background music and play a romance-related sound cue Highly tailored conditions for some flirts, so that they respond directly to the game situation (TimeOfDay, AreaType, added conditional blockers for waering a Girdle of Gender Change, etc.) Slightly longer flirts, with more speech than action (in this case). Let's use most of these ideas, both Old Skool and Modern. First up, let's set up Aran a good batch of what Friends® character Joey would call "Heya, how YOU doin'" materials. Playing With Ideas First up, an addition of two swap in/swap out lines to ~C-ARANJ~ to be integrated into a few friend talks and love talks, but mostly into the PID: /* Stop or Restart Flirting Duo */ IF ~Global("c-aranflirtstop","GLOBAL",0) OR(2) Global("c-aranromance","GLOBAL",1) Global("c-aranromance","GLOBAL",2)~ THEN REPLY ~[PC] You have to stop coming up to me and flirting. I do not want that behavior to continue.~ + c-aranrestopflirts IF ~Global("c-aranflirtstop","GLOBAL",1) OR(2) Global("c-aranromance","GLOBAL",1) Global("c-aranromance","GLOBAL",2)~ THEN REPLY ~[PC] You do not pay attention to me the way you used to, Aran. I miss your company.~ + c-aranrestartflirts /* Restart Flirting Duo Finished */ IF ~~ c-aranrestopflirts SAY ~[ARAN] Tymora's against me today, I see. She's a fickle one, that one. Right. Business only. Got it.~ IF ~~ THEN DO ~SetGlobal("c-aranflirtstop","GLOBAL",1)~ EXIT END IF ~~ c-aranrestartflirts SAY ~[ARAN] Sune's... well, I'd be a liar if I said I wasn't thinkin' about it. Can't figure if you want me to express appreciation, or not. Women. Naught but trouble, they are.~ IF ~~ THEN DO ~SetGlobal("c-aranflirtstop","GLOBAL",0)~ EXIT END These will allow a player eligible or in the romance to start and stop Aran initiating flirting. we could go back and make these more interesting, but let's move on for now. Instead of relying on lots of conditions and checks in the J-File, we will set up most of the action via script. We set up four blocks in the BCS. We are also going to steal an idea from Lord Ernie and Bri's Tashia, and create a blocking variable that will send things off if PC and Aran are in a fight, using c-aranfight. We also want a bunch of these - some players like flirting, others don't. But on Mega Installs, things tend to run out, or repeat. So let's put a whole bunch of random entries, to spice thins up a little. Unless they are incredibly flirt-happy, no person will see all those in one game; but that is even better, as Aran will suprise folks if someone actually tries him a second time. Reminder - area list for BG2 The first block on C-ARAN.BCS, setting up when Aran feels like he can try his hand at a flirt or two: /* Set Up Flirting After 3 FTs + 3 LTs */ IF Global("c-aranpcflirtstart","GLOBAL",0) GlobalGT("c-aranfriendbg2","GLOBAL",6) GlobalGT("c-aranrombg2","GLOBAL",6) OR(2) Global("c-aranromance","GLOBAL",1) Global("c-aranromance","GLOBAL",2) THEN RESPONSE #100 SetGlobal("c-aranpcflirtstart","GLOBAL",1) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT) END and if things get going pretty well on the flirting front, advance the PDAs... /* Player likes to flirt, 12 interactions by either Aran or PC without shutting him down */ IF Global("c-aranpcflirtstart","GLOBAL",1) OR(2) Global("c-aranromance","GLOBAL",1) Global("c-aranromance","GLOBAL",2) GlobalGT("c-aranflirt","GLOBAL",12) THEN RESPONSE #100 SetGlobal("c-aranpcflirtstart","GLOBAL",2) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT) END Now the first set of flirts, lightweight, unsure of PDAs (Public Display Of Affection) /* Lightweight Flirts */ IF Global("c-aranpcflirtstart","GLOBAL",1) RealGlobalTimerExpired("c-aranflirttimer","GLOBAL") Global("c-aranflirtstop","GLOBAL",0) Global("c-aranfight","GLOBAL",0) OR(2) Global("c-aranromance","GLOBAL",1) Global("c-aranromance","GLOBAL",2) See(Player1) !StateCheck(Player1,CD_STATE_NOTVALID) !StateCheck("c-aran",CD_STATE_NOTVALID) CombatCounter(0) !AreaCheck("AR2100") // Underdark !AreaCheck("AR2101") // Beholder Cave in Underdark !AreaCheck("AR2102") // Adalon's Cave !AreaCheck("AR2200") // Ust Natha !AreaCheck("AR2201") // Temple in Ust Natha !AreaCheck("AR2202") // Inn in Ust Natha 1st Floor !AreaCheck("AR2203") // Inn in Ust Natha; 2nd Floor !AreaCheck("AR2204") // House in Ust Natha !AreaCheck("AR2205") // House in Ust Natha !AreaCheck("AR2206") // Qilue's House in Ust Natha !AreaCheck("AR2207") // Deirex's Tower in Ust Natha !AreaCheck("AR2208") // Jarlaxle's House wherever !AreaCheck("AR2209") // Jae'llat's House !AreaCheck("AR2210") // Deirex's Cave !AreaCheck("AR2400") // Mind Flayers in Underdark !AreaCheck("AR2401") // Cave Between Underdark and Exit from Underdark !AreaCheck("AR2402") // Kuo Toa in Underdark THEN RESPONSE #100 SetGlobal("c-aranlightflirt","GLOBAL",1) PlaySong(0) PlaySound("c-aranlt") StartDialogNoSet(Player1) END and the resulting toggled "light flirts" APPEND ~C-ARANJ~ IF ~Global("c-aranlightflirt","GLOBAL",1)~ THEN BEGIN c-aranflirtswithpc1 SAY ~(Aran's weatherbeaten face turns towards you, and he moves close by your side.)~ /* Random Light Flirts */ IF ~RandomNum(20,1)~ THEN GOTO c-aranflirt1hale IF ~RandomNum(20,2)~ THEN GOTO c-aranflirt1hearty IF ~RandomNum(20,3)~ THEN GOTO c-aranflirt1eyes IF ~RandomNum(20,4)~ THEN GOTO c-aranflirt1face IF ~RandomNum(20,5)~ THEN GOTO c-aranflirt1bust IF ~RandomNum(20,6)~ THEN GOTO c-aranflirt1legs IF ~RandomNum(20,7)~ THEN GOTO c-aranflirt1touch IF ~RandomNum(20,8)~ THEN GOTO c-aranflirt1joke IF ~RandomNum(20,9)~ THEN GOTO c-aranflirt1look IF ~RandomNum(20,10)~ THEN GOTO c-aranflirt1blush IF ~RandomNum(20,11)~ THEN GOTO c-aranflirt1ink IF ~RandomNum(20,12)~ THEN GOTO c-aranflirt1writing IF ~RandomNum(20,13)~ THEN GOTO c-aranflirt1tease1 IF ~RandomNum(20,14)~ THEN GOTO c-aranflirt1tease2 IF ~RandomNum(20,15)~ THEN GOTO c-aranflirt1tease3 IF ~RandomNum(20,16)~ THEN GOTO c-aranflirt1tease4 IF ~RandomNum(20,17)~ THEN GOTO c-aranflirt1tease5 IF ~RandomNum(20,18)~ THEN GOTO c-aranflirt1tease6 IF ~RandomNum(20,19)~ THEN GOTO c-aranflirt1tease7 IF ~RandomNum(20,20)~ THEN GOTO c-aranflirt1tease8 IF ~HPPercentLT(Player1,50)~ THEN GOTO c-aranflirt1heal END IF ~~ c-aranflirt1hale SAY ~[ARAN] (You notice Aran's gaze lingering on you. He grins...) Aye, there are some sights always worth seein', you know.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1hearty SAY ~[ARAN] <CHARNAME>, you are a fine figure o' a woman. Let me know if I can help out some way, eh?~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1eyes SAY ~[ARAN] I'm just checkin'. Your eyes are a damn sight finer than I ever did see.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1face SAY ~[ARAN] (His gaze lingers on your form, until he realizes that you are watching him...)~ = ~[ARAN] (and his eyes snap up to meet yours as his face flushes a dusky red.)~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1bust SAY ~[ARAN] There, now, you got a strap caught... hold on...~ = ~[ARAN] errr... well, perhaps you'd better move it yourself. I don't want to get slapped for my trouble, touchin' you there.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1legs SAY ~[ARAN] Sune's Bounty, you have legs what... hey... was I speakin' out loud? Sorry. Shuttin' up an' gettin' back to business.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1touch SAY ~[ARAN] (He hesitates, then lightly rests his hand on your shoulder for a moment.)~ = ~[ARAN] Aye, I do believe we are doin' passibly well.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1joke1 SAY ~[ARAN] So, what do ye call a male Drow without a girlfriend?~ = ~[ARAN] Homeless!~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1look SAY ~[ARAN] I'd be drinkin' to your beauty, <CHARNAME>. Problem is, there's not enough Rashemi firewine in th' whole of Amn to do you justice.~ = ~[ARAN] I'd sure like to try, though.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1blush SAY ~[ARAN] (His eyes trace your neck, and drop lower...)~ = ~[ARAN] I had somethin' to say, I really did. Just can't remember exactly what right now.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1ink SAY ~[ARAN] A drop o' ink may make a thousand men think. But one look at you, an' I can't think o' writin' anythin' at all.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1writing SAY ~[ARAN] I'm no bard, to be writin' poems. I work mostly balance sheets an' contracts. All I can say is, you are as pretty as an iron tight trade bond, wi' a 30 percent profit.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease1 SAY ~[ARAN] Just seein' what a big bad Bhaalspawn looks like when she's got a smudge o' food on her left cheek.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease2 SAY ~[ARAN] This is some adventure, eh? Most folks don't get past th' grand adventure o' "hey darlin', what's for dinner?", an yet here we all are wonderin' what's goin' to have *us* for dinner.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease3 SAY ~[ARAN] Right now, I bet you are askin' yourself what to do. My advice is get some darned good food, a bottle o' wine, an' perhaps a quick washup... don't mean no offense, but that last critter we took down left a trail o' blood or slime or somethin' right across your left sleeve there.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease4 SAY ~[ARAN] I'd pull your hair an' tease you, but I figure you'd take offense. So just pretend to be apprentice-age, an' I just pulled your hair. Wait a sec... Candlekeep, right? Never mind. You probably had your head in some book. Probably never kissed no boy nohow.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease5 SAY ~[ARAN] What a blighted great place to be fightin' for our lives at every turn. So do you come here often? How's the food? Know any available converts o' Sune? You thinkin' o' convertin'?~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease6 SAY ~[ARAN] You know, I think I hate you. Reasonably good lookin', pretty confident, commandin' all these powers, on your way to th' top... yep. Reminds me I ought to get off my sorry arse an' do some work for a change. Definitely hate you.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease7 SAY ~[ARAN] Say, have you seen a woman around here, about *so* high, about *so* for a figure, an' generally more dangerous an' beautiful than your average dragon? Oh, there you are, <CHARNAME>!~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease8 SAY ~[ARAN] I need to stand here more often. I look right good bein' your sword an' shield, so to speak.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END /* Low HP hijack of flirts early flirts */ IF ~~ c-aranflirt1heal SAY ~[ARAN] <CHARNAME>, you are hurt. Let me take a look at that, will you?~ IF ~RandomNum(5,1)~ THEN GOTO c-aranflirt1heal1 IF ~RandomNum(5,2)~ THEN GOTO c-aranflirt1heal2 IF ~RandomNum(5,3)~ THEN GOTO c-aranflirt1heal3 IF ~RandomNum(5,4)~ THEN GOTO c-aranflirt1heal4 IF ~RandomNum(5,5)~ THEN GOTO c-aranflirt1heal5 END IF ~~ c-aranflirt1heal1 SAY ~[ARAN] (Aran's rough hands are warm and gentle as he brushes them across your calves, seaching for damage)~ = ~[ARAN] Bloody hells, <CHARNAME>. I'm supposed to be protectin' you from this.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranheavyflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1heal2 SAY ~[ARAN] (Aran hesitates, careful not to touch you as he looks for damage)~ = ~[ARAN] Clangedden's Hammer, you are hurt right proper, you are. I'd massage you a mite, to reduce the stiffness, but not wi' those bruises.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranheavyflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1heal3 SAY ~[ARAN] (Aran's hands move across your shoulders, but his eyes catch yours and he stops suddenly.)~ = ~[ARAN] Selune herself is not so beautiful. Even wi' all this damage, I'm too distracted to think straight. We need to get you healed right quick...~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranheavyflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1heal4 SAY ~[ARAN] (His face draws close to your knees as he kneels and checks for cuts and bruises. His breath is warm and close.)~ = ~[ARAN] I'd be a sight happier inspectin' for damage without all this clothin' in the way... ~ = ~[ARAN] (Aran's face turns scarlet.) *Ahem*. Right, then... hand me that strip o' bandage until we get you some real healin'.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranheavyflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1heal5 SAY ~[ARAN] (Aran's hands move close along your ribcage, his fingers gently but insistently probing.)~ = ~[ARAN] (Suddenly slipping through a torn section of clothing, his hand is close, warm, and intimate on your skin, rough but tender.)~ = ~[ARAN] I'm sorry. Didn't mean to be so forward. Just checkin' what's hurt, an all. I could kiss some o' that better, I think...~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranheavyflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END Now on to the second set of flirts, more sure of PDAs (Public Display Of Affection). (In another few days, because they need some revision. And some completion.)
  18. OK, because I am falling behind and delaying for a comprehensive list of non-canonical non-BioWare™ crossmod references for a full tutorialization of the various dialog files and their usages, a Monday posting of a Friend Talk that has been stewing for awhile. Since it is FT 8, it might need some sprucing up to allow for an active romance. If you are reading along for coding ideas, remember that the eventual order is BEGIN ~dialogfile~ all I_C_T[2,3,4] all APPEND s all CHAIN s This is not in that particular order yet, as it is easier for me to check dialog flow visually when it is in this order. Some coding things to think about: 1. the big reminds us that WeiDU line counting works best if you indent code and if you leave a carriage return at the end of the file. Windows folks sometimes forget those things. He has tried to compensate for it in later WeiDU versions, but since it is good practice anyways... 2. Usually friend talks are basic 1 - on - 1 banters between PC and NPC. I am choosing to see friendtalks as group discussions, but still - a little goes a long, long way. If everyone comments everywhere, ther can be troubles, especially as each group banter entry involves the modder making assumptions abut the characterization of the BioWare™ NPC. So while I want to digress into a side banter of Korgan and Aran trying to out-swear eachother, that realy belongs as a floater banter rather than sidelining a friendtalk. 3. The trend in many NPCs is to tackle a set of questions. I am running more topical/scenic on my attempts here, but this one realy does ave a question: Why do you swear so much, Aran? The coding challenge/author fun is figuring out how to tailor the response to accont for PC class and Aran's possible Cleric class. I am making the assumption that as a general non-kitted neutral good Cleric, Tymora will be Aran's choice. This means if someone makes him a Loremaster of Ogma, well - "conceptual incompatibility". Here, I am going to not go crazy over it. Perhaps later there will be a way of swapping in kitspecific stuff, but right now I will just make things as general as possible. /* BG2 FriendTalk 8 c-aranfriendbg2 = 15 */ /* "Bhallspawn, Shmallspawn. Meh.", or, Gods and Monsters. */ CHAIN IF ~Global("c-aranfriendbg2","GLOBAL",15)~ THEN ~C-ARANJ~ c-aranft8 ~[ARAN] Tempus' Shield, that tears it. That is the last time I get leatherwork cut rate. This blighted bootlace is parting. Anyone got a spare?~ DO ~SetGlobal("c-aranfriendbg2","GLOBAL",16) RealSetGlobalTimer("c-aranfriendtimer","GLOBAL",ARAN_ROM)~ == ~JAHEIRAJ~ IF ~InParty("Jaheira") InMyArea("Jaheira") !StateCheck("Jaheira",CD_STATE_NOTVALID)~ THEN ~[JAHEIRA] You should be better prepared. Think ahead next time, Aran.~ == ~AERIEJ~ IF ~InParty("Aerie") InMyArea("Aerie") !StateCheck("Aerie",CD_STATE_NOTVALID)~ THEN ~[AERIE] I - I'm sorry, I don't have anything extra.~ == ~KORGANJ~ IF ~InParty("Korgan") InMyArea("Korgan") !StateCheck("Korgan",CD_STATE_NOTVALID)~ THEN ~[KORGAN] It will cost you a trade bar.~ == ~EDWINJ~ IF ~InParty("Edwin") InMyArea("Edwin") !StateCheck("Edwin",CD_STATE_NOTVALID)~ THEN ~[EDWIN] (Idiot.) Perhaps we would move faster if you held still while I carved a new one from your hide.~ == ~MINSCJ~ IF ~InParty("Minsc") InMyArea("Minsc") !StateCheck("Minsc",CD_STATE_NOTVALID)~ THEN ~[MINSC] Here, Aran, I have a bootlace!~ == ~C-ARANJ~ IF ~InParty("Minsc") InMyArea("Minsc") !StateCheck("Minsc",CD_STATE_NOTVALID)~ THEN ~[ARAN] By the fire giant's gods, whomever they are... Minsc, you are a big, big boy. Thanks. I'll take a third o' that length.~ == ~CERNDJ~ IF ~InParty("Cernd") InMyArea("Cernd") !StateCheck("Cernd",CD_STATE_NOTVALID)~ THEN ~[CERND] You do not need leather to bind that. Nature provides many alternatives with similar strength, and the avoidance of killing an animal.~ == ~C-ARANJ~ IF ~InParty("Cernd") InMyArea("Cernd") !StateCheck("Cernd",CD_STATE_NOTVALID)~ THEN ~[ARAN] Mystra's Magnificent Mouth, Cernd... given the choice between my feet in battle an' the animal, I am considerin' the animal a distant second.~ END + ~!Class(Player1,CLERIC_ALL)~ + ~For the god's sake, slow down with the swearing, will you?~ EXTERN ~C-ARANJ~ c-aranft8general + ~OR(2) Class(Player1,PALADIN) Class(Player1,CLERIC_ALL) !Kit(Player1,GODTALOS) !Kit(Player1,GODHELM) !Kit(Player1,GODLATHANDER)~ EXTERN ~C-ARANJ~ ~Why are you blaspheming over something so minor, Aran?~ + c-aranft8specific + ~Class(Player1,CLERIC_ALL) Kit(Player1,GODHELM)~ + ~Here. But why are you blaspheming over something so minor, Aran?~ EXTERN ~C-ARANJ~ c-aranft8helm + ~Class(Player1,CLERIC_ALL) Kit(Player1,GODLATHANDER)~ + ~Here. But why are you blaspheming over something so minor, Aran?~ EXTERN ~C-ARANJ~ c-aranft8lathander + ~Class(Player1,CLERIC_ALL) Kit(Player1,GODTALOS)~ + ~Here. But why are you blaspheming over something so minor, Aran?~ EXTERN ~C-ARANJ~ c-aranft8talos + ~OR(2) Class(Player1,RANGER) Class(Player1,DRUID)~ + ~Here. But why are you blaspheming over something so minor, Aran?~ EXTERN ~C-ARANJ~ c-aranft8nature ++ ~You take every opportunity to swear, don't you, Aran.~ EXTERN ~C-ARANJ~ c-aranft8general + ~RandNum(5,1)~ + ~Alright, move along, everyone. The sellsword is having troubles again. Catch up fast, Aran.~ EXTERN ~C-ARANJ~ c-aranshutup1 + ~RandNum(5,2)~ + ~Alright, move along, everyone. The sellsword is having troubles again. Catch up fast, Aran.~ EXTERN ~C-ARANJ~ c-aranshutup2 + ~RandNum(5,3)~ + ~Alright, move along, everyone. The sellsword is having troubles again. Catch up fast, Aran.~ EXTERN ~C-ARANJ~ c-aranshutup3 + ~RandNum(5,4)~ + ~Alright, move along, everyone. The sellsword is having troubles again. Catch up fast, Aran.~ EXTERN ~C-ARANJ~ c-aranshutup4 + ~RandNum(5,5)~ + ~Alright, move along, everyone. The sellsword is having troubles again. Catch up fast, Aran.~ EXTERN ~C-ARANJ~ c-aranshutup5 /* Thought-Check: This chain will end up with 3 PC responses for non-clerics, druids, rangers; 4 for druids and rangers; 3 for clerics; 4 for paladins */ CHAIN ~C-ARANJ~ c-aranft8general ~[ARAN] Three things you shouldn't take from a man, <CHARNAME>... his swearin', his drink, and his weapon.~ == ~HAERDAJ~ IF ~InParty("HaerDalis") InMyArea("HaerDalis") !StateCheck("HaerDalis",CD_STATE_NOTVALID)~ THEN ~[HAERDALIS] Ah, fair fledgeling, I think you should simply say 'his voice'. And of course, no man or woman should ever lose that. ~ == ~KELDORJ~ IF ~InParty("Keldorn") InMyArea("Keldorn") !StateCheck("Keldorn",CD_STATE_NOTVALID)~ THEN ~[KELDORN] Invoking the gods is a natural stress release, Aran. But as you grow more powerful, the gods tend to listen more closely. They may take exception to having their name used so freely.~ == ~MAZZYJ~ IF ~InParty("Mazzy") InMyArea("Mazzy") !StateCheck("Mazzy",CD_STATE_NOTVALID)~ THEN ~[MAZZY] My mother often told me that swearing was not to be taken lightly, for it speaks to your soul as well as the gods.~ == ~NALIAJ~ IF ~InParty("Nalia") InMyArea("Nalia") !StateCheck("Nalia",CD_STATE_NOTVALID)~ THEN ~[NALIA] Swearing is both vulgar and common. A gentleman does not use such language.~ == ~C-ARANJ~ IF ~InParty("Nalia") InMyArea("Nalia") !StateCheck("Nalia",CD_STATE_NOTVALID)~ THEN ~[ARAN] I thought you were into helpin' th' 'common man', there, Nalia. I never claimed to be no gentleman.~ == ~NALIAJ~ IF ~InParty("Nalia") InMyArea("Nalia") !StateCheck("Nalia",CD_STATE_NOTVALID)~ THEN ~[NALIA] Teaching the commoners respect for the gods goes along with teaching respect for themselves, Aran.~ == ~VALYGARJ~ IF ~InParty("Valygar") InMyArea("Valygar") !StateCheck("Valygar",CD_STATE_NOTVALID)~ THEN ~[VALYGAR] Why risk the gods wrath?~ == ~VICONIJ~ IF ~InParty("Viconia") InMyArea("Viconia") !StateCheck("Viconia",CD_STATE_NOTVALID)~ THEN ~[VICONIA] Speak your words loudly, sellsword. I want to see your face just before an Avatar destroys you.~ == ~ANOMENJ~ IF ~InParty("Anomen") InMyArea("Anomen") !StateCheck("Anomen",CD_STATE_NOTVALID)~ THEN ~[ANOMEN] Your language offends me. Then again, your presence in general offends me.~ == ~C-ARANJ~ IF ~InParty("Anomen") InMyArea("Anomen") !StateCheck("Anomen",CD_STATE_NOTVALID)~ THEN ~[ARAN] Bugger off, jackass. Come talk wi' me when you got somethin' more than the foul smell o' breakin' wind from your mouth.~ == ~KORGANJ~ IF ~InParty("Korgan") InMyArea("Korgan") !StateCheck("Korgan",CD_STATE_NOTVALID)~ THEN ~[KORGAN] Let the sorry bastard say his piece.~ END ++ ~Don't you ever worry about the gods hearing your talk? Don't you ever expect help or advice or something to come of your call?~ EXTERN ~C-ARANJ~ c-aranft8attention ++ ~Hey, it is your business if you go around haphazardly calling random gods. But when one answers, you had better be prepared for the surprise.~ EXTERN ~C-ARANJ~ c-aranft8attention ++ ~Without faith, you are nothing. ~ EXTERN ~C-ARANJ~ c-aranft8attention + ~Class("c-aran",CLERIC_ALL)~ I thought you were a cleric, Aran. That should mean you only swear by your own god.~ EXTERN ~C-ARANJ~ c-aranft8arancleric ++ ~I didn't intend that to be a request. I don't want the attention drawn to us.~ EXTERN ~C-ARANJ~ c-aranft8attention ++ ~I am not taking any of those, Aran. Just settle down and choose one god or goddess, will you?~ EXTERN ~C-ARANJ~ c-aranft8attention APPEND ~C-ARANJ~ IF ~~ c-aranft8specific SAY ~[ARAN] I know you are faithful to your god, <CHARNAME>... but I figure a few words in the air won't hurt anythin'.~ ++ ~Don't you ever worry about the gods hearing your talk? Don't you ever expect help or advice or something to come of your call?~ + c-aranft8faith ++ ~Haphazardly calling random gods is dangerous to your soul. IF you do not call on one god, who will claim you from Kelemvor's judgement?~ + c-aranft8faith ++ ~Without faith, you are nothing. Literally. As in abandoned from the Great Wheel. IF you would like, we can pray together, and perhaps it will help you decide.~ + c-aranft8faith ++ ~I didn't intend that to be a request. I don't want the attention drawn to us.~ + c-aranft8faith END IF ~~ c-aranft8helm SAY ~[ARAN] Helm is a tough god, <CHARNAME>... a fine soldierin' one at that. But there's times where he doesn't quite cover it. I figure a few words in the air won't hurt anythin'. ~ ++ ~You should worry about the gods hearing your talk. Do you not expect help or advice or something to come of your call?~ + c-aranft8faith ++ ~Haphazardly calling random gods is dangerous to your soul. IF you do not call a just and fair god like Helm, who will claim you from Kelemvor's judgement?~ + c-aranft8faith ++ ~Without faith, you are nothing. Literally. As in abandoned from the Great Wheel. IF you would like, we can pray together, and perhaps Helm with bear you up on his shield.~ + c-aranft8faith ++ ~I didn't intend that to be a request, Aran. I don't want the attention drawn to us.~ + c-aranft8faith END IF ~~ c-aranft8lathander SAY ~[ARAN] Lathander is a gentle god, <CHARNAME>... a fine one for new beginnings. And the gods know I need some new beginnings. But there's times where he doesn't quite cover it. I figure a few words in the air won't hurt anythin'.~ ++ ~Don't you ever worry about the gods hearing your talk? Don't you ever expect help or advice or something to come of your call?~ + c-aranft8faith ++ ~Haphazardly calling random gods is dangerous to your soul. IF you do not call a gentle and strong god like Lathander, who will claim you from Kelemvor's judgement?~ + c-aranft8faith ++ ~Without faith, you are nothing. Literally. As in abandoned from the Great Wheel. If you would like, we can pray together, and perhaps Lathander will grant you a new beginning.~ + c-aranft8faith ++ ~I didn't intend that to be a request, Aran. I don't want the attention drawn to us.~ + c-aranft8faith END IF ~~ c-aranft8talos SAY ~[ARAN] Talos is a wild god, <CHARNAME>... one for power an' strength. Good to call on in battle. I figure a few words in the air won't hurt anythin'. ~ ++ ~You are a fool to chatter on so. The gods will hear your talk. ~ + c-aranft8faith ++ ~Haphazardly calling random gods is dangerous to your soul. IF you do not call a powerful god like Talos, no god will claim you from Kelemvor's judgement.~ + c-aranft8faith ++ ~Without faith, you are nothing. Literally. As in abandoned from the Great Wheel. Pray to Talos with me, sellsword. Perhaps you will weather this storm we call 'life.'~ + c-aranft8faith ++ ~I didn't intend that to be a request, sellsword. I don't want the attention drawn to us.~ + c-aranft8faith END IF ~~ c-aranft8nature SAY ~[ARAN] All you tree huggers do is talk about the balance and such. But you are good folks to watch a friend's back in battle that's for sure. I figure a few words in the air won't hurt the great balance, or whatever. ~ ++ ~Tree hugger, eh? Thanks alot. Don't you ever worry about the gods hearing your talk? Don't you ever expect help or advice or something to come of your call?~ + c-aranft8faith ++ ~True balance requires choice, Aran. Haphazardly calling random gods is dangerous to your soul. ~ + c-aranft8faith ++ ~Without faith in Nature and her balance, you are nothing. Literally. As in abandoned from the Great Wheel. If you would like, we can meditate together, and perhaps you will find some peace.~ + c-aranft8faith ++ ~I didn't intend that to be a request, sellsword. I don't want the attention drawn to us.~ + c-aranft8faith END IF ~~ c-aranft8faith SAY ~[ARAN] Look, I don't mean nothin'. I have faith in the gods. No offense, but I favor Tymora the most, an' I figure she would like the gamble. It's a soldier's perogative to swear, and I may take advantage a bit, but I don't mean you no harm. But I have to ask, why do you choose service your god? Seems like all they do is play with us mortals like toys. ~ ++ ~I serve my chosen deity as I have always done. My faith grants me the ability to help others see the true path...~ + c-aranft8help ++ ~I serve my chosen deity as I have always done. My faith grants me discipline and control over myself.~ + c-aranft8control ++ ~I serve my chosen deity as I have always done. My faith grants me dominion over others and glories in my eventual rise to master of all.~ + c-aranft8ascend ++ ~I serve my chosen deity as I have always done. My faith grants me great power.~ + c-aranft8power ++ ~I serve my chosen deity for now. My faith in myself will be enough someday, and perhaps I will become a god.~ + c-aranft8ascend ++ ~I am not sure if you are ready to hear about my faith.~ + c-aranft8nothear END IF ~~ c-aranft8arancleric SAY ~[ARAN] Look, I don't mean nothin'. No offense to you, but I favor Tymora the most, an' I figure she likes the gamble. She sends me down some powers, so she can't be that angry about it. It's a soldier's perogative to swear, and I may take advantage a bit, but I don't mean you no harm. By the way, you ever considered followin' Tymora?~ + ~ReputationLT(Player1,11)~ + ~I might be interested. What does Tymora offer me?~ + c-aranft8actionevil + ~ReputationGT(Player1,10) ReputationLT(Player1,15)~ + ~I might be interested. What does Tymora offer me?~ + c-aranft8actionneutral + ~ReputationGT(Player1,14)~ + ~I might be interested. What does Tymora offer me?~ + c-aranft8actiongood ++ ~Hey, that is getting a little personal. Do not try to sway my soul from its destined path, Aran. ~ + c-aranft8nosway ++ ~I serve my chosen deity for now. My faith in myself will be enough, and perhaps someday I will become a god myself.~ + c-aranft8ascend ++ ~I am not sure if you are ready to hear about my faith.~ + c-aranft8nothear END IF ~~ c-aranft8actionevil SAY ~[ARAN] You are playin' wi' me now, <CHARNAME>. Tymora might offer somethin', but she judges by actions. Right now, looks like you don't give decent odds on her investment. You'd have to clean up the way you are goin' and move more towards bright gold rather than deep shadow. But, if you ever do move in that direction, I'm right here to help out a bit.~ IF ~~ THEN GOTO c-aranft8final END IF ~~ c-aranft8actionneutral SAY ~[ARAN] Well, she can offer some decent odds on fair gambles, <CHARNAME>. IF you are really interested, then it might be a good move for you. She don't hold with extremes, except for takin' risks. You seem like th' sort to take a risk now an' then. Hey, you brought me along - that counts double!~ IF ~~ THEN GOTO c-aranft8final END IF ~~ c-aranft8actiongood SAY ~[ARAN] Well now, Tymora does like a good bet, an' you have the 'good' part down, at least as far as your actions are speakin'. She don't hold with extremes, though, except for takin' risks. So, come talk sometime.~ IF ~~ THEN GOTO c-aranft8final END IF ~~ c-aranft8nosway SAY ~[ARAN] Aye, I did jump too quick now, didn't I. I guess I have a bit to learn about the whole preachin' thing. I didn't mean nothin'.~ IF ~~ THEN GOTO c-aranft8final END IF ~~ c-aranft8help SAY ~[ARAN] Tymorra's Coin, that is a fine idea. I like helpin' folks. Just I get the idea most clerics think that involves changin' gods.~ IF ~~ THEN GOTO c-aranft8final END IF ~~ c-aranft8control SAY ~[ARAN] Tymorra's Coin, that is a strange proposition. I prefer to let things hang out a bit. More fun that way.~ IF ~~ THEN GOTO c-aranft8final END IF ~~ c-aranft8ascend SAY ~[ARAN] Tymorra's Coin, and I thought *I* was the one with th' loose lacing.~ IF ~~ THEN GOTO c-aranft8final END IF ~~ c-aranft8power SAY ~[ARAN] Tymorra's Coin, you better be careful. Seems to me gods have a tendency to give folks power and just to see if they have the sense not to use it.~ IF ~~ THEN GOTO c-aranft8final END IF ~~ c-aranft8nothear SAY ~[ARAN] Fair enough. There's always other times to speak on this kind o' thing.~ IF ~~ THEN GOTO c-aranft8final END IF ~~ c-aranft8attention SAY ~[ARAN] Clerics get all th' attention, far as I can see. Plus, I favor Tymora the most. I figure she would like the gamble.~ IF ~~ THEN GOTO c-aranft8final END IF ~~ c-aranft8final SAY ~[ARAN] Besides, I am all done up. Give me a hand up, eh? We better get movin'.~ IF ~~ THEN EXIT END END // of append block
  19. Exit Strategy Well, we have a number of responses building for most states, and I want to play with one specific challenge. How do we make an exit available for a player right up front in a dialog, that fulfills the following conditions: Reinforces Aran's characterization Is not always the same "No talking" line Takes little effort to implement so we can concentrate on dialog folks who don't exit want to see. In many states, we have from 2 to 5 different responses already, which is getting to the point of Wall Of Text™. So I want to do two things - have only one line available that says "this way out", and have it reinforce a character concept. I'm going to toss a RandNum set into the mix, so that Aran swears a little differently each time the line gets run. This I am setting aside, too, as a "Standard Exit Block". The added replies to a state: + ~RandNum(9,1)~ + ~ <<EXIT_TEXT>> ~ + c-aranshutup1 + ~RandNum(9,2)~ + ~ <<EXIT_TEXT>> ~ + c-aranshutup2 + ~RandNum(9,3)~ + ~ <<EXIT_TEXT>> ~ + c-aranshutup3 + ~RandNum(9,4)~ + ~ <<EXIT_TEXT>> ~ + c-aranshutup4 + ~RandNum(9,5)~ + ~ <<EXIT_TEXT>> ~ + c-aranshutup5 + ~RandNum(9,6)~ + ~ <<EXIT_TEXT>> ~ + c-aranshutup6 + ~RandNum(9,7)~ + ~ <<EXIT_TEXT>> ~ + c-aranshutup7 + ~RandNum(9,8)~ + ~ <<EXIT_TEXT>> ~ + c-aranshutup8 + ~RandNum(9,9)~ + ~ <<EXIT_TEXT>> ~ + c-aranshutup9 IF ~~ c-aranshutup1 SAY ~[ARAN] Aye, then. Shuttin' up.~ IF ~~ THEN EXIT END IF ~~ c-aranshutup2 SAY ~[ARAN] By the Cryin' God's tears, you are in a mood.~ IF ~~ THEN EXIT END IF ~~ c-aranshutup3 SAY ~[ARAN] Sure.~ IF ~~ THEN EXIT END IF ~~ c-aranshutup4 SAY ~[ARAN] Fine. I'll be over there.~ IF ~~ THEN EXIT END IF ~~ c-aranshutup5 SAY ~[ARAN] Sune's Lusty Lips, you can sure kill a conversation.~ IF ~~ THEN EXIT END IF ~~ c-aranshutup6 SAY ~[ARAN] Corellon's Bowhand, you have an attitude today.~ IF ~~ THEN EXIT END IF ~~ c-aranshutup7 SAY ~[ARAN] Shar's Arsehole, shut me down, will ya? Fine.~ IF ~~ THEN EXIT END IF ~~ c-aranshutup8 SAY ~[ARAN] By the Cryin' God's Tears - I was just makin' conversation.~ IF ~~ THEN EXIT END IF ~~ c-aranshutup9 SAY ~[ARAN] Well, I'll just bugger off, then. This is me, see, mindin' my own business.~ IF ~~ THEN EXIT END The advantage here is that I can customize the player response to fit the talk it is attached to, but I have it linked to the same 9 possible responses.
  20. The "post joined", or "You kicked me out already" dialog, run from c-aranp.dlg, is a nice quick file to code and write. It is the easiest of all, mostly because you can pick up anyone's mod and rewrite it as you see fit. The structure is likely to be the same. [state 0] first evaluated, takes precedence over other states. If this one is always true, the rest of the file is meaningless - nothing below this point will get evaluated. Let's copy everyone else and put the most general "on- off" switch for Aran possible, the Alignment Test. We want to put a state in that allows Aran to take off forever if he has been kicked out of the party, and the HAPPY.2da alignment table says his alignment would be disgusted and leave. Aran will stick with the job and remain loyal to PC even in the face of heavy evil, but if PC is not loyal in return he has time to think about things and revise. He can't keep up the internal rationalizations and "I'm just doin' my job" that has allowed normal people to do horrible things; he will have been given a choice to get out of the situation. So the standard "HappinessLT" block at the top of the file, that will kick in if the .2da file says "yuck". For neutral good, from the iesdp, a reputation of 1 gives [(good) -300 | (neutral) -300 | (evil) 80], so basically, this state will fire if Aran is kicked out of the party and the party rep is 1. Perhaps I'll go back later and up that number, but right now let's play with this in place. Of course, there are mods that realign this, including BG2 Tweak Pack, but we don't mind - installing one of the "stay forevar" tweaks will work fine because those modify the HAPPTY.2da table of reactions, so the condition isn't met. IF ~HappinessLT(Myself,-290)~ c-aranrepmismatch SAY ~No contracts with you. Sune's Sweet Buttocks, you are a pain in my arse.~ [C-ARAN01] IF ~~ THEN DO ~EscapeAreaDestroy()~ EXIT END OK, it this triggers, he wanders off to the nearest exit and vanishes in a puff of incandescent logic. Speaking of logic, logic says that if an NPC is in your party, the game thinks he or she is in your party. Funny thing, though - logic also states that teachers have great influence over the future and should therefore be paid well, and that ain't true, so go figure. In the BG2 engine, you "reform" [restructure? downsize?] your party, which kicks the NPC out of your party with no dialog and *then* the NPC comes up to you and has the whole "hey, are we still hangin', or do I need to update my resume?". So the next two states deal with those possibilities - Player just reformed the party and NPC wants directions (either to be let back in, hang out somewhere, or leave FOREVAR to go post on another forum), or 2. The NPC has been hanging out somewhere and the player has wandered back to pick him/her up. Now, there is a more "logical" in-game way of doing the kicking-out, via dialog, but it will have to wait for awhile. You can add states like this to the Player-Initiated-Dialog state, a big long single state with a zillion replies that becomes true when everything else has been ruled out and it is the only thing that can be triggered. That works from the Joined dialog file, so the player clicks on the NPC to talk, and one of the options can be "get lost, you hoser". But PIDs are way cool and crazy and need their own topic, or they start turning the party into the kind where jello shots are de rigeur and folks are swinging from the chandeliers. Besides, these things have to be added to this dialog anyways, for when folks reform their party (it still sounds so ominous, like Bolsheviks 'reforming' the Czar and his family into little teeny fragments... darn. Off-topic again. Let's move on to state 1.)
  21. The joining dialog is los of fun to create - sets a great mood for the rest of the interactions. We need to accomplish a couple of goals here; tell the game there are some new dialog files, and populate the "I have never been in the party" dialogs. That should include a "first meet" option, a "hey, we talked before" option, a "join up" option, and a "no thanks" option. It also probably should include a "wait a bit, I'll get back to you" option. So, let's try some stuff out. 1. Tell the game we have some new dialogs: /* Initialize Dialogues */ BEGIN ~C-ARAN~ // pre-joining SoA BEGIN ~C-ARANJ~ // joined SoA BEGIN ~C-ARANB~ // banter SoA BEGIN ~C-ARANP~ // post-joined SoA I like separating them out and commenting them right up front. Now that they exist for the game, we get to fill them up. Let's go ahead with the pre-joining dialog, c-aran. First, add the "first meet" option, capitalizing on "numberoftimestalkedto" which the game keeps count of: /* C-ARAN pre joining dialogue */ APPEND ~C-ARAN~ // begin appenending to c-aran.dlg and the talk, IF ~NumTimesTalkedTo(0)~ THEN BEGIN c-firstmeetaran SAY ~Aye then, you showed up at a right good time. Aran Whitehand, Sword n' Pen. Accounts audited, contracts written, foes slain. I heard you might be interested in a sellsword for adventuring.~ [C-ARAN01] IF ~~ THEN REPLY ~Perhaps later. Right now, I just want a drink.~ GOTO c-firstmeetarandenied IF ~~ THEN REPLY ~I'm afraid we can't afford a mercenary right now. I need to save a good bit of coin to rescue a friend.~ GOTO c-firstmeetarancoin IF ~~ THEN REPLY ~Fighter and scribe? Do you do magic as well?~ GOTO c-firstmeetaranmagic IF ~~ THEN REPLY ~We might be able to use a good sword, but I am interested in your scribing. Can you make scrolls?~ GOTO c-firstmeetaranscrolls END Hey. That's boring. Same dialog every time we start the mod. Let's use random numbers to spice it up a little: IF ~NumTimesTalkedTo(0)~ THEN BEGIN c-firstmeetaran SAY ~Aye then, you showed up at a right good time. Aran Whitehand, Sword n' Pen. Accounts audited, contracts written, foes slain. I heard you might be interested in a sellsword for adventuring.~ [C-ARAN01] IF ~~ THEN REPLY ~Perhaps later. Right now, I just want a drink.~ GOTO c-firstmeetarandenied IF ~~ THEN REPLY ~I'm afraid we can't afford a mercenary right now. I need to save a good bit of coin to rescue a friend.~ GOTO c-firstmeetarancoin IF ~~ THEN REPLY ~Fighter and scribe? Do you do magic as well?~ GOTO c-firstmeetaranmagic IF ~~ THEN REPLY ~We might be able to use a good sword, but I am interested in your scribing. Can you make scrolls?~ GOTO c-firstmeetaranscrolls IF ~RandomNum(5,1)~ THEN REPLY ~Go away, little man.~ GOTO c-aranrefused1 IF ~RandomNum(5,2)~ THEN REPLY ~Nope. Just not interested.~ GOTO c-aranrefused2 IF ~RandomNum(5,3)~ THEN REPLY ~I was just checking to see if you were working here.~ GOTO c-aranrefused3 IF ~RandomNum(5,4)~ THEN REPLY ~Ask me again and I will have you thrown out of here.~ GOTO c-aranrefused4 IF ~RandomNum(5,5)~ THEN REPLY ~No. But I sure could use a drink. Buy me one?~ GOTO c-aranrefused5 END That's better - one game, PC gets to chose from The next time, perhaps Let's add another set of responses, too, so that if PC is picking up Aran later in the game the whole "find Imoen" thing is resolved nicely: IF ~GlobalLT("Chapter","GLOBAL",3)~ THEN REPLY ~I am not sure that I can use you right now. But perhaps you might be able to help me. I am looking for a mage named Irenicus. Have you heard of him?~ GOTO c-firstmeetaraniren IF ~GlobalGT("Chapter","GLOBAL",2)~ THEN REPLY ~I sure could have used you awhile ago. Now I am not so sure. What can you do for me?~ GOTO c-firstmeetaranlate Integrated into the talk, IF ~NumTimesTalkedTo(0)~ THEN BEGIN c-firstmeetaran SAY ~Aye then, you showed up at a right good time. Aran Whitehand, Sword n' Pen. Accounts audited, contracts written, foes slain. I heard you might be interested in a sellsword for adventuring.~ [C-ARAN01] IF ~~ THEN REPLY ~Perhaps later. Right now, I just want a drink.~ GOTO c-firstmeetarandenied IF ~~ THEN REPLY ~I'm afraid we can't afford a mercenary right now. I need to save a good bit of coin to rescue a friend.~ GOTO c-firstmeetarancoin IF ~~ THEN REPLY ~Fighter and scribe? Do you do magic as well?~ GOTO c-firstmeetaranmagic IF ~~ THEN REPLY ~We might be able to use a good sword, but I am interested in your scribing. Can you make scrolls?~ GOTO c-firstmeetaranscrolls IF ~GlobalLT("Chapter","GLOBAL",3)~ THEN REPLY ~I am not sure that I can use you right now. But perhaps you might be able to help me. I am looking for a mage named Irenicus. Have you heard of him?~ GOTO c-firstmeetaraniren IF ~GlobalGT("Chapter","GLOBAL",2)~ THEN REPLY ~I sure could have used you awhile ago. Now I am not so sure. What can you do for me?~ GOTO c-firstmeetaranlate IF ~RandomNum(5,1)~ THEN REPLY ~Go away, little man.~ GOTO c-aranrefused1 IF ~RandomNum(5,2)~ THEN REPLY ~Nope. Just not interested.~ GOTO c-aranrefused2 IF ~RandomNum(5,3)~ THEN REPLY ~I was just checking to see if you were working here.~ GOTO c-aranrefused3 IF ~RandomNum(5,4)~ THEN REPLY ~Ask me again and I will have you thrown out of here.~ GOTO c-aranrefused4 IF ~RandomNum(5,5)~ THEN REPLY ~No. But I sure could use a drink. Buy me one?~ GOTO c-aranrefused5 END We could have more fun with this, but we don't want to get too carried away - too many choices is just as bad as too few. And right now PC has 6 different responses - more than enough.
  22. OK. In no particular order, we have a soundset sketched and coded sans the actual sounds, and that has given a "voice" to our dude. We also have a set of SoA banters, 2 banters per canon BioWare™ NPCs, to define Aran's outlook to the reader/player through how he interacts with the other members of the party. The writing on ToB banters is slower going, because frankly while I have played SoA to death, playing ToB has not always been on the ticket. So we will let that ruminate a bit more, and perhaps even wait for another week, while things percolate. Let's go ahead and sketch out the friendship talks in rough form. Preparation and Thought-Experiments otherwise known as a variant on the spells "Confusion" and "Horror" called recently on the forums "Wall of Text", wherein the author creates meaningless psychological, sociological, and revisionist studies for his own amusement and the purposes of stunning and confusing the reader into accepting his basic premise without thinking too deeply. Go me! OK, notes to myself. Also called "Journaling", by all these new kids. For good thought-provoking discussion on dialog writing, banters, and characterization, the place I like to go is PPG and JCompton. If you follow that link, it is just the Mod general discussion board; poke around at the other stuff, and you get more threads dealing with this kind of stuff. He says up front that all of his ruminations on guidelines may or may not have been broken in stuff he writes, and that there are lots of ways to do this dialog integration thing. Sure. I agree that slavishly following a set of blueprints of any kind is anathema to creative expression; but his discussion threads bring experienced coders, writers, and readers to the table and get them discussing what makes decent gameplay and dialog work together. Plus he wrote Keto, who has to be one of the coolest "companion" - like mods out there, in my opinion, even though there is no romance track (or perhaps because there is no romance track). So reading that is good prep. And I have very seldom read something that I though was a bad idea on those explorations - he knows his stuff. At least then when I chose to do something odd, it will be because I am making a choice, instead of just blindly leaping into the void. And, of course, there is playing experience - I know what I like about other NPCs and what I find frustrating/lacking, so that helps - reading other folks' stuff is like listening to decent jazz players and seeing how they take the changes, modify the melody, and make a "standard tune" their own. (OK, let's be really painfully truthful - sometimes it provides the "how-not-to" demonstration. But negative energy rips years off of your life. And sometimes what you don't like about someone else's stuff helps figure out what you do like, and might make your work better). This one comes with a caveat. I am writing Aran for my own amusement, but I would like it if one or two folks have some fun too. So probably leaving him open to more possibilities is a good idea. I play way too many Paladin runs. Then again, all this deep philosophical stuff really is moot. It's a mod, not a dissertation. And most folks these days seem more interested in pages and pages of discussion rather than actually creating anything for players to play - so I'll cut off the additional twenty pages of deep philosophical blather, and simply refer you to the "Cathedral" vs "Parlor" debate summarized best by Wrye in Morrowind modding, the various threads around the i.e. community that ask deep questions, and let you knock yourself senseless against *other* peoples' Wall of Text™ spellcasting, unless you make your Save vs Insanity. I find thse have increasingly distracted me from actually doing stuff I like doing, so I am going all tough love on myself - tTo quote my favorite sports movie, Jerry MacGuire - "Show me the money". OK, no cash, so my old Junior High shop teacher - "Lots of talk. Who cares. Build the *&^%^& thing. Then we'll talk." Friendship Paths and FriendTalks and Friendhip Talks and Friend Banters So, what's in a name? At base, all friendtalks are PC>NPC banters. In fact, though I agree with JCompton that railroading a player through only one dialog choice is a waste of material, technically all that is required to build a friendtalk is to have Of course, that's boring. So what do we do? Before we go exploring all the ways to mess with player's heads add all sorts of cool stuff to branch out different options for the NPC and PC, it might be a good idea to sketch out an organization. It will help keep the writing focused and on-task, provide a guide for me to see how close things are to a finishing point, and most of all it will be a good idea-sparker while playing BG2 and seeing how Aran might react. I see two basic ways that would work for my style and my patience level. We can go all Pointilistic/Atomistic/Impressionist, and randomly write some scenes that appeal to us between Aran and the PC, and see what happens. Fun to do, and the way many NPCs are coded. Here, a couple of scenes that have no relation to eachother get tucked into the story. We could always build a "friendship track", where a series of talks lead from an initial lightweight banter through the development of a friendship - basically, a "Platonic Love Talk Sequence", as opposed to a "Romantic Love Talk Sequence". Here, the depth of the relationship is patterened, and there are opportunities for the PC and Aran to "break up" as friends, or at minimum to become "frenemies" [what a horrible word. Yuck.]. Guess what - I like both ideas. But I am not writing the Next Great American Novel™, so how about we ignore the list completely, and go with a middle ground - a "sequence" of talks, so that I have some targets and goals to shoot for and an idea of what kind of topics/stuff I want to have Aran and PC talk about, plus some semblance of a track. But all those random ideas that may not fit into a track, or may have conditions, set them up as "floaters", outside of the sequence. Later on, I can add in the changes needed to adjust to romance/no-romance, and perhaps even for more specific situations.
  23. OK, long faculty meeting, and no access to stuff I am supposed to be working on, or even modding stuff - and most of all, a long pointless argument raging over "No Child Left Behind"'s merits, which really is moot - it isn't as if we can choose to ignore it. So, I already have a bunch of stuff done on soundsets - I'll scribble while Rome burns. The soundset. Straightforward stuff like .cre files, etc., really are not a concern until later. I am working from a "character first" perspective, and BG2 graphics are not Oblivion stuff; we can build that stuff later. So, sounds - recorded lines or not? Argument for: everyone has 'em. They help some people characterize the NPC and fill them out in their brain. Argument against, thousands - including tons of time, energy, and work balancing the sounds, only to have a bunch of folks who had supplied the voice and accent in their heads think "hey - that is not how Aran should sound". In fact, I often rip the soundfiles out of mods before playing them - my inner voice is much more comfortable to me than an outsider's interpretation. I like bg1npc's idea of "soundtracks" for speakers, called by script, but that is a whole other topic, and weeks away. But you know what, it doesn't matter at this point - until Aran is 90% or more done, taking the time to record (or hire someone to record) a soundset and/or lines is silly. Things may will change, and perhaps the entire characterization will shift slightly. So the sound recordings themselves, next to last to do. Let's move on to the text strings, and set them up to handle sound when it is eventually recorded and added. Note: This looks like just a quick couple of days to whip through this, but actually took place over several weeks, and the final draft was vetted by berelinde and Amaurea to make sure I wrote something that fit my idea. Unfortunately, we all write from within our own heads. While I'm not writing Aran for anyone but my personal enjoyment, it is nice to check to see if the communication moves off the page to other folks, or if it ends up being stilted/odd. Some soundreferences with tobbacco use got nixed because the ladies (quite rightly) pointed out that it was a potential turn-off for some readers, while adding nothing really to his character - so I blatantly stole berelinde's rephrase of it into "twig chewing". This stuff is tougher than it looks, because we all want the character to have what comes up in our head during fanfic-like daydreams; unfortunately, if you create a line like La Traviata for dying, it will stink as a soundset: This might be fun to envision in my head, but really, soundset entries are supposed to be very quick, or the lines will trip over others. Wicked short, to the point - that's why they are some of the toughest writing out here. "Characterize your NPC's reactions in less than four words.... GO!" But, we have caught a break with it, because we have a format to work in, and we know the parameters. Short, simple, to the point, in character. And, WeiDU has taken the work out of all the coding completely. A standard setup in the .tp2 will install the right strings in the right places - and the i.e. engine has a simple format for strings that deal with sound. STTREF/OFFSET ~[comment] text string~ [sOUNDREF] Here, STTREF/OFFSET is where in the .cre file the string reference in dialog.tlk is stored. This is why soundsets can get scrambled, and other lines, too - the .cre file carries only a reference number, or index lookup to dialog.tlk. Technically, you could go all fancy hard-core Old Skool here and tell WeiDu the specific offset for the .cre sound, but why when WeiDU does the work for you: SAY MORALE The next, the actual string created in dialog.tlk, ~[comment] text string~ well, that's pretty straightforward - the [comment] will not be seen by the player. In fact, it is where I picked up the idea to try to use this to help translators - when Smoketest, devSin, and Grim Squeaker patiently led me through how sound works in i.e. games, it was there for the BioWare developers. Every soundset in BG carries the referenced sound file in the test string in this format. It is especially useful for usually "no word" things, like "Hurt" and Dying" - the blank sound reference can be labled and searched for by the comment, like this: SAY DAMAGE ~[c-aran13]~ [c-aran13] sounds like "Ah!", but carries no text - and would get skipped in traification if it were traified as this: SAY DAMAGE ~~ [c-aran13] So, last part - [sOUNDREF]. Here, the .wav (or wavc, acm) that we will eventually place in the game override file is referenced. It can only be 8 characters long, and looking at other folk's mods there are lots of ways to label this stuff - BioWare had an odd numbering system that is consistent but does not match .cre ordering - so i am going to arbitrarily label these c-aran## and use the comment as the soundreference. The game won't care if there is no sound matching in the override - it will silently skip it. And then, if I get a soundset recorded and dropped into the override, it will be picked up when that particular string is called by the engine. Here is the blank template that can be applied for all BG2 engine games (not BG, etc - they have the same structure, but the .cre file has less of these enabled.) COPY_EXISTING ~myMod/myFolder/myCre.cre~ ~override/myCre.cre~ SAY NAME1 ~ << Full Name Of Creature >> ~ SAY NAME2 ~ << Short (tooltip hovering) Name Of Creature >> ~ SAY MORALE ~[sOUNDREF] << Morale Failure >> ~ [sOUNDREF] SAY HAPPY ~[sOUNDREF] << When Happy on .2da >> ~ [sOUNDREF] SAY UNHAPPY_ANNOYED ~[sOUNDREF] << When Annoyed on .2da >> ~ [sOUNDREF] SAY UNHAPPY_SERIOUS ~[sOUNDREF] << When Close to leaving on .2da >> ~ [sOUNDREF] SAY UNHAPPY_BREAKING_POINT ~[sOUNDREF] << When leaving on .2da >> ~ [sOUNDREF] SAY LEADER ~[sOUNDREF] << Moved to Leader >> ~ [sOUNDREF] SAY TIRED ~[sOUNDREF] << Tired >> ~ [sOUNDREF] SAY BORED ~[sOUNDREF] << Bored >> ~ [sOUNDREF] SAY BATTLE_CRY1 ~[sOUNDREF] << Attack Commanded >> ~ [sOUNDREF] SAY BATTLE_CRY2 ~[sOUNDREF] << Attack Commanded >> ~ [sOUNDREF] SAY BATTLE_CRY3 ~[sOUNDREF] << Attack Commanded >> ~ [sOUNDREF] SAY BATTLE_CRY4 ~[sOUNDREF] << Attack Commanded >> ~ [sOUNDREF] SAY DAMAGE ~[sOUNDREF] << Hit by other >> ~ [sOUNDREF] SAY DYING ~[sOUNDREF] << Toast >> ~ [sOUNDREF] SAY HURT ~[sOUNDREF] << Low HP >> ~ [sOUNDREF] SAY AREA_FOREST ~[sOUNDREF] << in area flagged with Forest bit >> ~ [sOUNDREF] SAY AREA_CITY ~[sOUNDREF] << in area flagged with City bit >> ~ [sOUNDREF] SAY AREA_DUNGEON ~[sOUNDREF] << in area flagged with Dungeon bit >> ~ [sOUNDREF] SAY AREA_DAY ~[sOUNDREF] << Daytime >> ~ [sOUNDREF] SAY AREA_NIGHT ~[sOUNDREF] << Nighttime >> ~ [sOUNDREF] SAY SELECT_COMMON1 ~[sOUNDREF] << Select the .cre >> ~ [sOUNDREF] SAY SELECT_COMMON2 ~[sOUNDREF] << Select the .cre >> ~ [sOUNDREF] SAY SELECT_COMMON3 ~[sOUNDREF] << Select the .cre >> ~ [sOUNDREF] SAY SELECT_COMMON4 ~[sOUNDREF] << Select the .cre >> ~ [sOUNDREF] SAY SELECT_COMMON5 ~[sOUNDREF] << Select the .cre >> ~ [sOUNDREF] SAY SELECT_COMMON6 ~[sOUNDREF] << Select the .cre >> ~ [sOUNDREF] SAY SELECT_ACTION1 ~[sOUNDREF] << Action >> ~ [sOUNDREF] SAY SELECT_ACTION2 ~[sOUNDREF] << Action >> ~ [sOUNDREF] SAY SELECT_ACTION3 ~[sOUNDREF] << Action >> ~ [sOUNDREF] SAY SELECT_ACTION4 ~[sOUNDREF] << Action >> ~ [sOUNDREF] SAY SELECT_ACTION5 ~[sOUNDREF] << Action >> ~ [sOUNDREF] SAY SELECT_ACTION6 ~[sOUNDREF] << Action >> ~ [sOUNDREF] SAY SELECT_ACTION7 ~[sOUNDREF] << Action >> ~ [sOUNDREF] SAY SELECT_RARE1 ~[sOUNDREF] << rare sound >> ~ [sOUNDREF] SAY SELECT_RARE2 ~[sOUNDREF] << rare sound >> ~ [sOUNDREF] SAY CRITICAL_HIT ~[sOUNDREF] << successful critical roll >> ~ [sOUNDREF] SAY CRITICAL_MISS ~[sOUNDREF] << dysmal critical roll >> ~ [sOUNDREF] SAY TARGET_IMMUNE ~[sOUNDREF] << Up the creek without a paddle >> ~ [sOUNDREF] SAY INVENTORY_FULL ~[sOUNDREF] << dropping items >> ~ [sOUNDREF] SAY SPELL_DISRUPTED ~[sOUNDREF] << hit wile casting >> ~ [sOUNDREF] SAY SET_A_TRAP ~[sOUNDREF] << successful trap set >> ~ [sOUNDREF] SAY HIDDEN_IN_SHADOWS ~[sOUNDREF] << successful attempt to hide >> ~ [sOUNDREF] SAY PICKED_POCKET ~[sOUNDREF] << successful pickpocket attempt >> ~ [sOUNDREF] SAY BIO ~[DUMMYREF] << character screen, no sound - text with blank sound reference >> ~ [bLANK] Well, here goes - in file aranw.tp2, right now empty, we toss in the set of references: COPY_EXISTING ~aranw/cre/c-aran.cre~ ~override/c-aran.cre~ SAY NAME1 ~Aran Whitehand~ SAY NAME2 ~Aran~ SAY MORALE ~[c-aran01] Helm's bones - RETREAT!~ [c-aran01] SAY HAPPY ~[c-aran02] Aye, 'tis a fair group. 'Tis better than a clear day on Trade Way.~ [c-aran02] SAY UNHAPPY_ANNOYED ~[c-aran03] By Tymorra's bright coin, you make some strange decisions. I don't rightly agree.~ [c-aran03] SAY UNHAPPY_SERIOUS ~[c-aran04] I gave up some serious opportunities to travel with you. Wasn't expectin' this kind of 'adventure'. Stop this, or I'll dissolve th' contract.~ [c-aran04] SAY UNHAPPY_BREAKING_POINT ~[c-aran05] I'll see you in the hands o' Kelemvor, but not one second before.~ [c-aran05] SAY LEADER ~[c-aran06] I'll lead, but 'tisn't my strong point.~ [c-aran06] SAY TIRED ~[c-aran07] Time to make camp. This gear is startin' to chafe.~ [c-aran07] SAY BORED ~[c-aran08] By Torm's Blood, are we beggin' to be ambushed? Standin' 'round with our swords up our...~ [c-aran08] SAY BATTLE_CRY1 ~[c-aran09] Archers to th' rear!~ [c-aran09] SAY BATTLE_CRY2 ~[c-aran10] Spellcasters die first!~ [c-aran10] SAY BATTLE_CRY3 ~[c-aran11] By Tymorra's Luck!~ [c-aran11] SAY BATTLE_CRY4 ~[c-aran12] By Sune's Bottom!~ [c-aran12] SAY DAMAGE ~[c-aran13]~ [c-aran13] //ah... SAY DYING ~[c-aran14]~ [c-aran14] //aarrgh... SAY HURT ~[c-aran15] Send the rest o' them to hell for me...~ [c-aran15] SAY AREA_FOREST ~[c-aran16] Need less trees, more road. Too many places for enemies to hide.~ [c-aran16] SAY AREA_CITY ~[c-aran17] Trade time! Some trade, then some drinkin', then some sleep... or more drinkin'.~ [c-aran17] SAY AREA_DUNGEON ~[c-aran18] I gave up comfortable inns an' guardin' simple caravans to poke around this dank musty place. I'm a bloody idiot.~ [c-aran18] SAY AREA_DAY ~[c-aran19] Lathander's fat arse is up at last. 'Bout time he shed some light around here.~ [c-aran19] SAY AREA_NIGHT ~[c-aran20] Bloody dark. Good for coverin' enemies an' ambushes. Someone light a torch, eh?~ [c-aran20] SAY SELECT_COMMON1 ~[c-aran21] Yep?~ [c-aran21] SAY SELECT_COMMON2 ~[c-aran22] What's to be done?~ [c-aran22] SAY SELECT_COMMON3 ~[c-aran23] Do I needs lead?~ [c-aran23] SAY SELECT_COMMON4 ~[c-aran24] Aye?~ [c-aran24] SAY SELECT_COMMON5 ~[c-aran25] Yes?~ [c-aran25] SAY SELECT_COMMON6 ~[c-aran26] I'm listenin'.~ [c-aran26] SAY SELECT_ACTION1 ~[c-aran27] Got it.~ [c-aran27] SAY SELECT_ACTION2 ~[c-aran28] Sune's sweet cheeks, I heard.~ [c-aran28] SAY SELECT_ACTION3 ~[c-aran29] On it.~ [c-aran29] SAY SELECT_ACTION4 ~[c-aran30] Understood~ [c-aran30] SAY SELECT_ACTION5 ~[c-aran31] Sune's Bosom, I'm movin', already!.~ [c-aran31] SAY SELECT_ACTION6 ~[c-aran32] Ilmater's Blood. I said I'd do it.~ [c-aran32] SAY SELECT_ACTION7 ~[c-aran33] Less talk, more action.~ [c-aran33] SAY SELECT_RARE1 ~[c-aran34] Watch where you point that thing.~ [c-aran34] SAY SELECT_RARE2 ~[c-aran35] Aye, I'm here.~ [c-aran35] SAY CRITICAL_HIT ~[c-aran36] Good.~ [c-aran36] SAY CRITICAL_MISS ~[c-aran37] Cyric's Black Heart!~ [c-aran37] SAY TARGET_IMMUNE ~[c-aran38] Bounced off. Damn.~ [c-aran38] SAY INVENTORY_FULL ~[c-aran39] I'm already carryin' more than my share.~ [c-aran39] SAY SPELL_DISRUPTED ~[c-aran40] Never did get that one right...~ [c-aran40] SAY SET_A_TRAP ~[c-aran41] Try that, you bugger.~ [c-aran41] SAY HIDDEN_IN_SHADOWS ~[c-aran42] Huntin'...~ [c-aran042] SAY PICKED_POCKET ~[c-aran043] Hey, look what I found.~ [c-aran43] SAY BIO ~[c-aranbio] When you ask him about his past, ARAN WHITEHAND grasps at a nearby twig to chew on. He explains that he grew up in a small independent family-run Coster plying the Trade Way and Coast Way from Waterdeep both north and south. Working as both Pen and Sword (scribe and fighting guard) made him attractive as an independent, since he could balance accounts, keep inventory, and still operate as a sellsword. A few campaigns with mercenary companies, a few battles, and lots of wandering about has brought him to Amn. He hastens to note that he is not the man to send in to negotiate anything, preferring to wield weapons rather than the spoken word - but if you want a trading contract written up, he's the right man for the job.~ [c-aran44] Later on, the sound references will be c-aran01.wav to c-aran43.wav, and weeks/months from now when we get there we can deal with how to set the darned thing up to install on Windows/OS X/Linux and play in-game. Ok, the faculty talk is back to reality-based stuff, like what we are doing with dress-code this year, and how the heck us male teacher-dudes are supposed to inform a 14 year old that her underwear is showing and not get arrested... and worse, how to not insult the mom that sent the girl to school in one of those new thigh-length baby-doll tops designed for use over a pair of shorts, sans shorts. I'd better pay attention again. I'll type this stuff up later, and post it up on an odd moment. Well, technically, if you are reading this, I already did.
  24. In honor of the G3 Anniversary, I asked fellow Gibberlings to let me ramble on here ad nauseum. Don't worry, I will come up with suitable bribes later. But for now, here goes - we'll announce him when we have the other Anniversary projects ready for Prime Time™. Special thanks to berelinde, jastey, Amaurea, and theaceface for poking about and offering suggestions and making sure I didn't go wandering too far off the deep end. Especially the whole characterization-through-dialog thing. A quick note about the development threads posted here. Lots of good NPC mod ideas stall at the initial stages of writing. Lots of good tutorials exist that can describe how to use WeiDU to creat great NPC mods. The best way of learning to mod, though, is always looking at other people's code, and blatantly stealing it. We call it 'quoting' in jazz, or 'music theory' in classical - but at its heart, code is just a way of delivering a set of new ideas to the end user. Heck, any good writer will tell you that the language is a toy to play with, and even plots and dialogs have probably been worked through in some way - "ain't nothin' new under the sun". The creativity lies in creating an interesting, immersive character and getting him or her to live in people's heads for a passing moment. But sometimes, looking at that code makes folk's heads hurt. So there is a gap between the tutorials and the existing mods - the place where Lortie's "apprenticeship of observation" throws itself into the mix. I had Domi, luckily, and lots of patient folks all over the forums to guide projects I help on. In that spirit, I am experimenting with Aran. He gets to be the test subject while I think out loud through developing him. Dunno why I thought this was a good idea, but heck - sometimes writing down why I make the decisions I do can help me remember what I've missed, and sometimes it might help someone else. Of course, I would like to point out that you can do just as well on your own - read other folk's mods. Read the tutorials. Play the game, and write down how your story fits in. Pretty much, I am blogging here. And to be blunt, I am writing for me, not for you - not that I don't like you or anything, 'cause I probably don't know you, but because only a crazy person would actually read someone's thoughts while they attempt to write a mod. If you have no idea at all what "create a .d file and start with your regular IF THEN code", then stop right now, and go visit some of the basic tutorials that tell you how things work. Sometimes I will break it down to absolute basics, but for the most part, you are going to want to read over stuff on the G3 tutorials, the Pocket Plane Group Tutorial page and the newly updated and expanded SpellholdStudios Tutorial links. These are all places I strongly recommend visiting. All three of these communities have folks who are good at helping new modders out with code. There are other places with good stuff, too; Black Wyrm Lair and TeamBG.eu, currently down due to moving a server, have offerings, and Chosen of Mystra has materials both old and new, some rescued from the old CoM boards (some big names out of the past, and some new names too). But now that that is out of the way, I am going to proceed as if the basics are not completely new to the reader. If you get confused, don't worry - it's likely me. But cross references eventually appear, so that you can see what's already out there. By the way, I strongly and highly recommend a brand new tutorial, K'aeloree's "How to code friendships and romances!". Several of the most respected i.e. modders have used this kind of organization and structure for years, but this is a clean, comprehensive, step by step through the basics of organizing, planning, and working out code - stuff that most modders for years have been coming to in various ways through trial and error. For examples of mods already in circulation that give good examples of organization and commenting, I personally find the following mods easiest to explore and see planning in action, whether they set out from a purely story-driven standpoint or from a more organized plot-point schematic, both regular stuff in amateur-writer-land - Kivan [and sections of BG1NPC] (Domi/Ashara at G3), Gavin (berelinde at everywhere), Xan (kulyok at ppg), and Ajantis [both in BG1NPC and in the expanded Ajantis Expansion (jastey at everywhere). Gavin in particular is commented clearly, as per this example below of berelinde's index at the top of b!gavinj.d: /* ~B!GAVINJ~ */ /* CONTENTS */ /* Reputation talks */ ///* Reputation break point */ ///* Unhappy */ ///* Happy */ ///* Delighted */ /* Interjections */ ///* Song of the Morning - Dawn Priest Blane */ ///* Song of the Morning - Dawn Priest Bram */ ///* Song of the Morning - Drunk north of temple */ ///* Beregost - Mirianne */ ///* Beregost - Galteran in Gavin's old house */ ///* Beregost - Neighbor Davis */ ///* Beregost - Borland */ ///* Beregost - Golin Vend, the tour guide */ ///* Beregost - Bartender at the Red Sheaf */ ///* Beregost - Karlat */ ///* Friendly Arm Inn - Tarnesh */ ///* Coastway - Jase, boy by Kagain's caravan */ ///* Coastway - Bandit leader setup for Silvershield fibula */ ///* Fisherman's Lake - Teyngan */ ///* Fisherman's Lake - Drizzt */ ///* Fire Leaf Forest - Albert */ ///* Gibberling Mountains - Gellana and Samuel */ ///* Nashkel - Oublek */ ///* Nashkel - Oublek, regarding Brage */ ///* Nashkel - Berrun Ghastkill */ ///* Nashkel - Joseph's wife */ ///* Nashkel - Noober */ ///* Nashkel - Neira */ ///* Nashkel - Nimbul */ ///* Nashkel - Samantha and Jamie */ ///* Dryad Falls - Caldo, Krumm and the Cloudpeak Dryad */ ///* Eldoth */ ///* Viconia */ ///* West Baldur's Gate - Varci */ ///* West Baldur's Gate - Tremain */ ///* West Baldur's Gate - Abela the Nymph ///* North Baldur's Gate - Ramazith's proposal */ ///* Flaming Fist - Neb */ ///* Flaming Fist - Duke Eltan ill */ ///* Nashkel Mines - Prism */ ///* Cloakwood 2 - Tiber */ ///* Cloakwood 2 - Centeol */ ///* Candlekeep - Theodon */ ///* Nashkel Carnival - The Great Gazib */ ///* Nashkes Mines 1 - Dink and Kylee's Dagger */ ///* Nashkel Mines 4 - Mulahey */ ///* Baldur's Gate Docks - Basilisks loose */ ///* Red Canyons - Bassilus Quest Interjections */ ///* Cloakwood Mines */ ///* Cloakwook Mines 4 - Davaeorn */ ///* Tamoko */ ///* Lighthouse - Arkushule */ ///* Mutamin's Garden - Tamah */ ///* Cloakwood 2 - Finding Chelak */ ///* Cloakwood 2 - Centeol's Lair */ ///* South Beregost Road - Roe's letter */ ///* Beregost - Visiting Gavin's old house */ ///* Beregost - Greta's house */ ///* Spider body in party inventory */ ///* spider body in Gavin's inventory */ ///* Fire Leaf Forest - Rufie */ ///* Coastway - Silvershield Fibula */ ///* Joseph's Ring */ ///* Girdle of Gender Bender */ ///* On the roof of the Iron Throne */ ///* Bhaal heritage revealed */ ///* Many bounty notices */ /* Xan's break with a half-elf */ /* Saw a spider */ /* CHARM TALKING - doesn't work, as far as I know, but just in case */ /* DRUNKEN BANTERS */ ///* Just friends */ ///* Early Relationship */ ///* Early Romance Aftermath */ ///* Later relationship */ ///* Later relationship aftermath */ ///* Committed drunk */ ///* Committed drunk aftermath */ ///* Drunk sex */ ///* Drunk sex aftermath */ ///* Picking up Dynaheir */ ///* Picking up Viconia */ /* FRIENDTALKS */ /* Friendship warnings and breaks */ ///* Offense warning 1 */ ///* Offense warning 2 */ ///* Offense break */ /* Friendtalks */ ///* Friendtalk 1 - Gavin, cleric of Lathander */ ///* Friendtalk 2 - why is pc on the road */ ///* Friendtalk 3 - Gavin on religion */ ///* Friendtalk 4 - Lathander and racial harmony */ ///* Friendtalk 5 - Gavin's brown thumb */ ///* Friendtalk 6 - What will pc do when quest is over */ ///* Baldur's Gate */ ///* Entrance to the temple of Bhaal, final peptalk */ /* CHAPTER TALKS */ ///* Chapter 2 - What to do about the iron shortage */ ///* Chapter 3 - Mines are clear, now what? */ ///* Chapter 4 - powerless in the face of human suffering */ ///* Chapter 5 - reaction to Davaeorn's death */ ///* Chapter 6 - About Lanie */ ///* Chapter 7 - catacombs */ ///* Chapter 8 - going to get Lanie */ The organization can follow along after the product if you want, but frankly, I work better knowing how the puzzle is over-all structured beforehand. Most modders have evidence of both in their distributed files - sections where there is evidence of an original sequence, and then it has grown and been fleshed out as a new idea surfaces. So the skeleton is just that - stuff to be fleshed out and expanded, not set as a confining exo-skeleton locked into place from the beginning. And I like it when I can follow a modder's contents and see what they are trying to do, even when only three or four other people in the world will probably look at it. Read Nythrun's comments in her various snippets of code sometime. Definitely way cool and funny. One final note - if you see stuff here that's useful, great - but I still advise going and taking a look at how other folks are doing similar stuff. The more you read through other folk's work, the more you learn about how you can get your story to work the way you want it to. Plus, I learned it that way. Even when I choose to ignore common sense and do something completely off the beaten track. So, happy modding. And if I'm lucky, he'll turn out ok.
  25. "Go on, wi' ye, then. I can write fine, but my speakin' is not so good, unless I really try. Here - let me give her a shot. Hrmmpf. 'Fair Ladies and Gentlemen, I bid you good morning. Please pay no attention to the minor inconveniences of last evening's disturbance. Our uninvited guests of yester-eve have passed on to other occupations, many of them involving plant fertilization. Our chef has prepared a special meal for your enjoyment; due to the small matter of our cookwagon being set ablaze last night while defending the camp, we have prevailed upon him to create a special morning repast of Frison Rodentia and Flatbread Carbona. This way, if you please, for your morning repast.' " *cough* "See, I can put it on, but it takes a mite o' effort, at that." Aran Whitehand is a human fighter and scribe for BG2, dual classable into either cleric or mage. Basically, a human utility player taken along for the friendship/cuddling. "Specials" include creation of minor scrolls through dialog and timer when in a party with another canon mage. Primarily a male friend who can grow into an extended courtship/romance, romanceable by female PCs, Aran has his own sense of humor and specializes in bringing others into the conversation. Functionally, Aran is a Companion mod. He has a minor optional quest with a new area, but comes with no special weapons or upgradeable items - his specialty is in interacting with the members of the party and adapting to situations. For him, the job is paramount, and his job is supporting the player. He is no stranger to having to carry out orders which bend morality, though he hates doing so. It should be noted that this mod is designed by adults for adults, and should not be installed unless you are comfortable with Faerunian swearing, occasional adult themes, and NC - 17 to R rated content in the Romance portion. Statistics immaterial these days, as folks can patch them how they want, but to start him off with some basics, a reorder based on Gavin. Berelinde did a bunch of soul searching and came up with a good 'common adventurer' set of stats, and why mess with success... power players can adjust him to build a Kensai/Mage dual class quickly enough "Warrior" configuration [player options on install, fighter] Strength 17 Dexterity 16 Constitution 15 Intelligence 12 Wisdom 13 Charisma 12 "Poet" configuration [player options on install, for Cleric dual class] Strength 16 Dexterity 13 Constitution 15 Intelligence 12 Wisdom 17 Charisma 12 "Thinker" configuration [player options on install, for Mage dual class] Strength 16 Dexterity 13 Constitution 15 Intelligence 17 Wisdom 12 Charisma 12 "Survivor" configuration [player options on install, for Thief dual class] Strength 16 Dexterity 17 Constitution 15 Intelligence 13 Wisdom 12 Charisma 12 Alignment Neutral Good. He thinks. "Bugger off, you sorry old jackass - I never said naught 'bout my alignment. Tymora's Bright Coin, you take liberties, you do. Tymora suits me fine. She even don't mind my speakin' so free, swearin' on th' gods, most times. At least, not yet." Friendship Aran will befriend any protagonist of any race or alignment,though how he reacts to situations will definitely let the player know how he feels. A rough - around - the - edges man, accustomed to mercenary service and caravan work both in front of and protecting the books, Aran hires on as a scribe or accountant as well as protection. He has learned to work with practically anyone not Drow, and chase any female within arms reach. His language is rough, his approach unrefined. And if you don't like it, he will gladly tell you exactly what your opinion is worth. Folks he would like and respect: Keldorn - Minsc - "Mad Minsc. That's not quite right, though. Make it Magnificent. I'd take him 'side me on a shield wall any day o' the week, 'giant space hampster' an' all." Ajantis - "Ajantis, laddie. There's fightin' fair, an' then there's winnin'. See, if you shine your armor like that, they knows you are an officer, an' the archers take you out first. Aint' no honor in dying before you can swing yer sword." Yoshimo - "Aye, then, deal th' cards again,. I'm down four tradebars an' three iron cresents, an' I want a chance to even the score, eh? While you are at it, tell me anouther tale o' Kara-Turan womenfolk, an' I'll buy th' next round." Angelo (Aran wasn't in BG, so he knows Angelo only by Flaming Fist contacts - "Hey, old man, lend some expertise here, eh? I'm havin' troubles wi' this parryin' position. Show me again, eh? A mug o' ale if you teach me..." Azure - "Now, she's a right fine lady, she is. Sharo's got one eye on me most o' th' time, though, so I'm not rightly sweettalkin' her any time soon." Alora - "Tymora's Smile, that halflin' lass is th' sprightliest an' happiest bein' I know! If <CHARNAME> ever drops me for good, me an' her, we should think o' teamin' up an' goin' on some adventures. She's right fun, she is!" Ninafer - "Pity she looks right through me, as if I'm not there. Bad taste in men, she has. But she's a right stalwort companion." Keto - "That lass is a right fine storyteller. She can drink me under th' table, sing like an angel, an' she's as smart as a whip. What's not to love? If <CHARNAME>'s not available or interested, now there be a lady what I would love to spark wi'. A real equal. I wonder what kind o' thinkg she might like as a courtin' gift?" Folks he would like and understand a little: Aerie - "Hey there. Come over here, girl. I have some drills you can do what's to strengthen your lips. Called 'kissin', I believe, among th' fair folk." Imoen - "You doin' all right, Imoen? You got someone troublin' you, let me know. Never met an argument I couldn't solve, thogh I do admit some were by fist an' sword instead o' words. Aww, who am I kiddin'. Who needs swattin'?" Nalia - "I don't quite understand you, Nalia. But you are a fine lookin' young women. You like dancin'?" Jaheira - "Awww, quit motherin' me, Jaheira. Here, I got these for you. They'll do fine in that stew you like to cook. Here, let me cut 'em up for you." Gavin - "Hey, watch it.... damn. Lathander's Golden Poop, Gavin, you gotta stop that backswing. Here, let's go work on it. I'll teach you to not knock me silly when I'm on the battle line with ye, and you argue wi' me about my immortal soul. Fair trade?" Sarah - "I don't blame ye for likin' the womenfolk, lassie; I sure as hells do! Say, next inn, let's go bar hoppin', an' I'll watch your back, you watch mine. If they swing your way, I steer 'em to ye, and vice versa. Sarah? Sarah? Mask's Left Hand, where'd that lassie disappear to..." Ainshai - "Sune's Slender Wrists, that one will drive a man to drink, she will. I suppose I should be keepin' my eyes on' th' business an' not on her, but the lass is right pretty. An' she can whup my arse on hand-to-hand. What's not to like?" Haldamir - "Helkaer Haldamir. Means 'icy one' in lammen Tel Quessir, that does. Good fighter, keeps to himself. I suppose you get that way if most o' th' folks you are fightin' alongside are younger than pre-apprentice age, an' will die out afore you blink your eyes a couple o' times. Never did understand why elves bothered wi' us mayflies." Alassa - Now why do some o' th' finest females come in evil, self-servin' packages? At least she's got spine an' gumption. But somehow, I don't rightly think she'd back me unless there was somethin' in it for her." Branwen - "That Tempus-lovin' girl is a sight for sore eyes, she is. I'd make a pass right quick, if every time I wandered by she didn't start all that serious discussion about dyin' an' goin' to fight alongside her god. I'm a mite more comfortable on this here plane o' existence, thank you very much. That whole dyin' thing, well, I tend to try to avoid it." Dynaheir - "Now there be a true lady. If we had more nobility like that, well, there'd be a sight more happy people in th' world. A little formal an' stuck on th' law, but what do you expect for a leader-type." Fade - "She be th' kind what sees what she wants, an' gets it. As long as I can keep th' goals coincidin' wi' hers, I get a great advantage. If our goals ever differ, I'd best watch my back. Wouldn't want to see nothin' sharp stickin' out o' it." Andrei - "A smart lad, just a raw recruit. A bit sheltered. But he listens to my stroies, an' takes pointers, an' all. I like him fine." Ghareth - "He tells some nice stories, he does. Good lad. Not much more to say, eh?" Hubelpot - "Corelon's Blade, he knows his food, he does. It's a right fine pleasure to watch him cook! Th' fightin, well... he's gettin' th' hang o' it. We are on a barter system, see. His recepies, my swordskills." Kelsey - "He knows merchant, he knows some fightin' ways - an' I do think he's a right fine party member. Th' boy's got some serious magic, he does. I just wish he weren't lookin' to spark wi' all th' available females. Puts us at odds, sometimes, on account o' that bein' *my* job!" Auren - "You look her direction, an' your eyes get stopped in their tracks, they do. In a good way, o' course. But she seems to like Nalia right propr, an' wears th' flower in th' other ear, so there's no use barkin' up that tree." Folks he would like alot and have absolutely no respect for at all: Bruce - "Barroom Bruce, named such on account o' I keep havin' to drag his sorry arse past, around, or out o' every single one we venture on. Good drinklin' companion until he gets drunk, an' not so much a fighter as an arrow-holder. I keep tellin' him that gettin' nekkid an' runnin' screamin' at kobolds weildin' short bows is not a valid battle tactic. O' course, he just tells me to sod off an' get us somethin' to drink." Kari - "Nice enough furrball, an' she's developin' some skills. Still scared o' her own shadow, though. She blushes about as much as I do, an' somehow I think th' gods have a nasty sense o' humor. Now where is she goin' to find someone to love her, eh? That just stinks. I spent way too long fendin' off kobold raids, an seein' them as scavenging animals. Not sure I can ever take her serious, as a party member an' all." Folks he would be neutral/unsure towards: Touchstone - "Not sure what to think, there. Nice enough on th' shield wall, an' strong. But I think either he's done taken one to many hits to th' head, or else he needs a decent tutor in common. Talks funny, he does. Hey, what are you laughin' at?" Callisto - "Nice enough to look at, good at her job. Wouldn't want to go carousin' wi' her, though. You don't rightly want to be around when she gets enraged, eh? There's no tellin' where her weapons get pointed." Nikitalleria - "Lathander's Light, what that girl can do wi' her fingers... But I am not sure she sees me th' same way. Somehow, I don't rightly think she likes me." Biddlekorak - "Not so bad for a shortaxe what's heard th' call. I get right tired o' all th' evangelical stories, but ghe don;t rightly get to talkative, so he's fine by me." Coran - "The boy's got charm, an' he's sharp, he is. But not much else goin' on, I think. I wouldn't trust him to hold my purse, or anythin' else, for that matter. Don't see what the ladies see in him." Iylos - "I suppose that insolent bastard knows his job. But th' backtalk, well, he could be a mite more respectful. <CHARNAME>'s been a force for a long time, an' here comes th' big bad investigator. If he plays fair an' backs <CHARNAME>, I might readjust my opinion. But if not, we will have to see if he really can stop a blade wi' his hand an live to tell the tale." Folks he would not like, but would respect and back up: Korgan - "Alright, ye black hearted Son o' Cyric, pass over those dice. You are cheatin' again." Valygar - "You are fine with a blade, friend, but magic is a powerful weapon. Why do you hate it when it'll save your arse nine times out o' ten?" Cernd - "Look, Cernd. Stop with all the talk, an' let's get down to brass tacks. What do we have to kill, an' how do we do it?" Saerileth - "Are you kiddin' me? A fifteen year old? I wouldn't kick her out o'... well, she's fine, I guess. But she don't know squat about livin', let alone fightin' proper. Tyr's Blasted Buttocks, don't send a child to do adult's work" Xan - "Doom an' gloom, all talk and no action. Shut up, ye pansy arsed jackass. Grab that Moonblade an' use it right proper, now - we got business to attend to. Don' understand quite a bit 'bout you, but you can kick arse when you've half a mind, for sure." Tashia - "Look, you are an eyeful, an armfull, an' just about the best sorceress I ever met. But when are you gonna get settled down an' take things serious? We aren't on a picnic, an' you already cost us pretty dear draggin' all that baggage onto th' party. Get with the program, lassie." Sarevok - "You made your play, an' lost. You backin' <CHARNAME> now? Fair enough. Just make sure you're on th' right side o' th' shield wall. I don't take kindly to triple crosses." Sebastian - "He be a slippery devil, that one. I 'm not rightly sure I have gotten a straight answer out o' him. Nine times out o' ten, I think he knows more than he lets on, eh?" Keen Kachiko. Keen mind, keen sword, keen tongue. Best to keep out o' all three's way." Folks he would dislike and not trust: Jan - "You talk too much, boyo. An' you keep blatherin' 'bout all those inventions. Ain't never seen a turnip soup worth eatin', neither. Keep out from underfoot, shorty." Amber - "You can take th' girl out o' the hells, but you can't take the hells out o' the girl. Only thing I can say for her is she aint' a drowess." Chloe - "I'm not sayin' nothin'. Anyone wi' divine blood's a damned sight scarier than findin' yourself penilless in Calimport. Well, exceptin' <CHARNAME>, o' course." Cassius - "Mask's Left Hand, the skald never shuts up, eh? Hey, don't be lookin' at me like that, Haer'Dalis! I shut up. Occasionally. When th' wind is right." Gozaloth - "That floatin' eyeball never did say what all that goo was. And I'm not rightly sure I want to know, anyways. Ten iron crescents says th' bastard gets skewered before th' second fight is over. An' whio do you think is gonna have to haul his goey stinkin' oozy bady back to a temple for to be healed? Well, it's not rightly likely to be <CHARNAME>, to be sure." Horace - "I still get th' shakes just lookin' at him reachin' for a weapon, straight through his own bony ribcage. I think I'm not likely to sleep at night wi' a skeleton for a companion. After all, what do you buy a skeleton to drink? Can't rightly buy him a round. That's just not right." Sheena - "Yeah, right. I know, you think I'm a racist son o' a bitch, but there be two bein's where you'd be right 100% o' th' time. I don't trust no dragon larger than a pseudodragon. An' wi' that... lady...well, th' language is all pretty an' correct, but I keep expectin' to wake up as th' main course for her when she goes all firedrake random-like." Folks he would hate: Tsjuatha - "Stay away from me, necromancer. Y'ain't natural. I respect the Tel'Quessirim, but anyone be dabblin' in the dark arts is not to be trusted." Viconia - "Move one step closer, Drowess, an' you are a dead woman. Sorry, a dead spider. Didn't mean no offence to women by associatin' you with 'em." Edwin - "Come on, Edwin, it ain't that bad. At least in that dress, your legs look good. In fact, that's about the only thing redeemin' about not kickin' you out in front o' the dragon, an' having you scout forrard." Anomen - "The worst of the officer class. Give me a crossbow, an' turn the other direction - I think there's gonna be an accidental 'friendly fire' incident." Faldorn - "Hey, wolf-girl. Get your smelly arse out where I can see you. An' keep your hands away from that spellpouch. Wouldn't want to have to disturb *your* balance, by loppin' off one o' your legs or arms, or such." Miriam - "Bane-blighted bloodsucker. I need to get me a new holy symbol an' some more garlic. An' a stake." SilverStar - "Keep that psychotic creature away from me, eh? Dangerous." Irenicus - "Bloody mad, an' evil. But I guess <CHARNAME> can handle him. As for me, well... when a dog goes mad, they try to cure him, an' if that don't rightly work, they put him down. This whole 'resurrect you opponent an' try an' redeem him' thing, that sounds way too complicated to me. Kill th' Bane-buggerin' bastard, disintegrate his head, toss his bones to th' wolves, then blow up th' wolves. An' blot his name out o' th' history books, just to make sure." Kindrek - "Bloody evil Cyric Buggerin' Bastard. Gotta keep both eyes open while I sleep, wi' him around, I do." Romance Aran will romance any female protagonist of any race save Drow, or any alignment. Again, how he reacts will definitely let the player understand his position. Good men fall for bad women as quickly as for good ones, and sometimes opposites really do attract. But romance on the trail is awkward, with a group of adventurers around, and the road to romance is both rocky and complicated. Exactly how does a strong man feel when his significant other turns out to be infinitely stronger than he, on so many levels? Can the two of you negotiate the attraction into something of an equal relationship, or is this destined to fail? When Aran Whitehand meets the party, he is looking for work having dropped from the rolls of a mercenary regiment.
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