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Found 76 results

  1. Celvan isn't an I_C_T or even a regular commentary, just a bit-player (well of *course* he is a bit-player; it is a computer game, after all) who has a chance of saying things about party members he really shouldn't know. He's fun, in a quick-check-a-couple-of-times-and-then-forget-he-exists kind of way. His standard code gives a 50% chance of playing a party member's info; example: Minsc CODE IF WEIGHT #1 /* Triggers after states #: 9 even though they appear after this state */ ~See("Minsc") InParty("Minsc") !StateCheck("Minsc",STATE_SLEEPING) RandomNum(2,1) Global("celvanminsc","AR0300",0)~ THEN BEGIN 0 // from: SAY ~"There once was a warrior true, with the sense knocked out of him, too. but in a hamster he found, some wisdom profound, and now where goes he goes his Boo!"~ /* #25448 */ IF ~~ THEN DO ~SetGlobal("TalkedToCelvan","LOCALS",1) SetGlobal("celvanminsc","AR0300",1)~ EXTERN ~MINSCJ~ 48 END Most modders seem to want their code to always play once, leaving out the RandomNum(2,1). I'm sticking to BioWare™ Standard, though - it is more fun to see all the possible reactions by playing the lottery with him. He'll even comment on PC. The format is limerick, the topics are things he shouldn't be able to know, and the poetic standards are lower than low. If you have wishes for masterpieces of Iambic Pentameter, this is definitely *not* the place for it! To add him in, CODE /* Crazy Celvan Encounter */ CHAIN IF WEIGHT #-1 ~InParty("c-aran") See("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) RandomNum(2,1) Global("c-arancelvan","AR0300",0)~ THEN CELVAN c_celvanreaction ~"There once was a scribe, so I'm told, whose cooking was warm, jokes quite old. || whose cooking was warm, humor old. In combat a lion, in bed not half tryin', But never a word less than bold!"~ DO ~SetGlobal("c-arancelvan","AR0300",1)~ == C-ARANJ ~[ARAN] Helm's Heavy Hand, that lad knows more than be good for his health, eh? Mayhap listenin' at one too many keyholes.~ END CELVAN 1
  2. Well, he pretty much works - there are several things still to do, but he appears pretty much playable. Every once in awhile, he says "PLACEHOLDER", which is jarring, but hey, the boy was literally born yesterday. (OK, so he is a few years old, but *you* try being a fictional character added to a fantasy game.) Successful integration of most adult materials into general files. So, if you poke, expect to run across some stuff that you might find offensive. Think bad fanfic sex with a decidedly "purple prose" approach. That turned out to be over a year of work just figuring it out - I highly recommend thinking several times before doing much besides "fade to black". Trying to implement player choice without dictating in something as subjective as that? Murder. One sacrificial pre-alpha tester reported problems with weighting in inns, still backtracking. Still to integrate and rework before beta test release: "Send him on to another place" materials need coordinates and coding to actually move him. bath in an inn romance materials (currently marked PLACEHOLDER) several swimming pathways, both male and female, are chopped off short. Quest materials and dialog for Teldra the Recruiter Revamp and integration of adult materials (the "booty call" PID stuff) into ToB ToB friend talks (still on the drawing board - may be very short (3) for the initial beta release.) Definitely not yet under control = marking all pathways with appropriate c-aranintimate registration - right now, there are plenty of places where you can kiss the lad (or do a heckuvu lot more) and it doesn't register to influence other talks. Stuff to ask Beta testers to do when the beta is available: Pathway Check - as a male PC, is there any place where a gender check has been missed, and suddenly a male PC has Aran's hand exploring his pert breasts? As a female PC, is there any place in the friendship talks where there should be options for the female PC to swing the conversation into a flirtation/lovetalk? When does the Girdle of gender-Bender not get checked for and his reaction modified? Female PCs - is there any place where he goes from 0 to 60mph in less than two lines, unasked? [PC] "Heya. How are things" > [ARAN] (His rough cheek presses close to yours.) This is a real concern with ESL, too. Subtlety and language play does not always translate well. Pre-tester reported a good "negative" - some of the wordy back-and-forth banters are too much where they are leading into action with an NPC. Many of them could be controlled for player enjoyment by adding PC responses to the initial Aran statement, so when he gets rolling with several NPCs PC could just say "TO BATTLE!" and the rest of the sequence would be dropped. That would match the "silencer" action of PID. In Adult-Land, the creation of having many different encounters and trying to make them unique used randomness extensively. Are there pathways that have ended up missing the opportunity to just hold hands? just kiss? Say "no"? Vamp him? Jump his bones? Tell him to f*** off? In Friendship-Land, does he react well enough to conditions to maintain interest for PC? Some ideas that will need to wait until after beta release; Traification will help cut codebloat/size dramatically, especially as I will be using the same master ,tra file for SoA and ToB. And help with spellchecking. But I am still tinkering, and don't want to mess with .tra yet. ToB Romance Pathway. I scrapped the whole run, and am starting over. It was all angst, no fun. Life is too short to be constantly depressed. So much detail, yet so many things that could be extended... the problem with being a hack amateur writer is there is no real edit/revision in the proper sense. Less is often more, but here, more is more and more and more.... luckily, I only have myself to please All those ideas about using the new inn as adventure initiation need to be set aside for a bit. resolution talks for romance in SoA (right now there are the standard Tree of life, but I haven't tackled the big "R Y T 1" finale. has to happen before beta, but will definitely need to be revised after feedback. Currently, when you ask him about the relationship, the player can create "revisionist history", changing the variables. This probably will stay in for the beta, so that when a playtester finds something that loops or doesn't like the way things are going, they have an additional way of changing stuff to new settings without using the console. So, backup of current dialog files, decompiled via DLTCEP/WeiDU for troubleshooting/recheck, as of 08.28.2011 deprecated - please follow on www.github.com Notes to file under "never do this" - or at least recheck 1. WeiDU "unterminated comment" is the most frustrating thing ever to recheck - and it is not WeiDU's fault. It is entirely PEBCAK. I have started using both JEdit and NotePad++ auto-completion to make sure ( has ), [ has ], and most of all, there is no /* /* */ */ One useful regexp I found was \/\*.+\/\* very useful for finding where block commenting as taken a turn for the bizzare. I have given up on single line // commenting, finding it too easy for my non-programmer brain to forget that a newline in there is a PITA. 2. I like the use of a simple standard numbering of added states, a.k.a. a1 to a3799, but when working with multiple files make sure you have a master list that you keep up to date. That way you don't end up with a mess when you go back and mass-replace HAVE_A_NEW_BRANCH with a3500, only to find out the master number is already at a3770. With my memory challenges, the conversion serves as a re-check for pathway, making sure that a3770 is actually matching conversational flow, but that only works when you are very careful with your record-keeping. Of course, most NPCs don't require this level of OCD, as weidu accepts MY_YOU_LOOK_GOOD as a state label. In Aran, though, I'd be very likely to write that as a state label multiple times in multiple places. 3. I am now a big fan of the "compile early and often". It has been hard with Aran, as there are so many places where dialog is crosslinked. But I seriously am happy with WeiDU and DLTCEP compilation after every blasted added talk, if necessary, even if it is probably not needed. + +, missing tildes, ~~~, etc. all can be searched and fixed in a good programmer's editor, but something always seems to make it through that process. Nothing more frustrating than having a file that compiles, another file that compiles, merging them into a master file, and then having "unterminated comment" be the bane of your existence for a 4 hour modding session...
  3. No time to type much; will fill in more details later. Short course: Timers are set for FTs, LTs, NPC-Initiated flirts. Staggering content so they don't bunch up is relatively simple... until you give players choices on how long the timers work. Unsolvable problem in the long run, as starting/stopping flirts, starting/stopping romances, and talks that require specific conditions to fire will all throw them off, and the engine itelf seems to like to randomly wait much longer than the actual established timer (observation only, not proven). But, a partial solution, coded and installed in Aran's latest pre-Beta stuff: set everything up using OUTER_SET depending on the player choice. in c-aran.baf CODE /* ROMANCE TALKS */ /* * Romance Match and Initiation (He is not picky...) * One new thing here - Aran is ok if a friend switches genders - * but not so much on the romance side. So, we add a blocking variable * to make sure nothing progresses while that silly Girdle is in place. * He can have some special lines to play during the FT sequence on that. */ IF Global("c-aranmatch","GLOBAL",0) // Not evaluated Gender(Player1,FEMALE) // Player1 is female InParty(Myself) // Aran is here !StateCheck(Myself,CD_STATE_NOTVALID) // Aran is ok !StateCheck(Player1,CD_STATE_NOTVALID) // Player1 is ok !HasItemEquiped("belt05",Player1) // Girdle of sex change not on Player1 THEN RESPONSE #100 // 100% of the time SetGlobal("c-aranmatch","GLOBAL",1) // Matched SetGlobal("c-aranrom","GLOBAL",1) // Aran is interested END /* Berelinde: Please consider staggering your flirts and your dialogues. Flirts are nice when they break up long stretches between LTs. * cmorgan: OK, great idea - let's make it really complicated, and base the first timer on the player's choice of overall speed of progress... */ IF Global("c-aranmatch","GLOBAL",1) // Matched Global("c-aransetupromtimers","GLOBAL",0) // Not evaluated GlobalGT("c-aranfriendbg2","GLOBAL",5) // FT 3 has played Gender(Player1,FEMALE) // Player1 is female InParty(Myself) // Aran is here !StateCheck(Myself,CD_STATE_NOTVALID) // Aran is ok !StateCheck(Player1,CD_STATE_NOTVALID) // Player1 is ok !HasItemEquiped("belt05",Player1) // Girdle of sex change not on Player1 THEN RESPONSE #100 SetGlobal("c-aransetupromtimers","GLOBAL",1) RealSetGlobalTimer("c-aranromtimer","GLOBAL",%choseninitialrom%) // Minimum Real Time until first LT RealSetGlobalTimer("c-aranflirttimer","GLOBAL",%choseninitialflirt%) // Tee up flirt timer END in setup-aranw.tp2 CODE OUTER_FOR( aran_timer_choice = 0; ~%aran_timer_choice%~ STRING_COMPARE_REGEXP ~^[12]$~; )BEGIN PRINT ~Set Talk and Flirt Timers [1] Install Default Timers [2] Customize Timers Please type 1 or 2 and press enter.~ ACTION_READLN aran_timer_choice END // of O_F ACTION_IF ("aran_timer_choice" = 1) THEN BEGIN /* .ids patching with player choice: set talk timers */ APPEND ~gtimes.ids~ ~3600 ARAN_FTT~ APPEND ~gtimes.ids~ ~3600 ARAN_LTT~ APPEND ~gtimes.ids~ ~3600 ARAN_FLIRT~ PRINT ~Speed: minimum 1 hour real time between dialogues (Default, recommended)~ OUTER_SET choseninitialrom = 2400 PRINT ~Initial Lovetalk offset by 40 minutes~ OUTER_SET choseninitialflirt = 1200 PRINT ~Initial NPC-Initiated Flirt offset by 20 minutes~ PRINT ~So if you are in a romance with him and never stop the romance, after the lovetalks start (after friendship talk 3), the timer sequence will start hourly FT, NPC Flirt 20 minutes later, and RT 20 minutes after that, then 20 minutes later the next FT fires. Please note that the timers are not exact, and variations within the game may mean bursts of activity followed by long waits.~ END ACTION_IF ("aran_timer_choice" = 2) THEN BEGIN PRINT ~Select Aran's Talk timers:~ PRINT ~Please choose one of the following: [1] approximately 1 hour real time minimum between friendship dialogues (recommended, default) [2] approximately 15 minutes real time minimum between friendship dialogues [3] approximately 30 minutes real time minimum between friendship dialogues [4] approximately 45 minutes real time minimum between friendship dialogues [5] approximately 1 hour 30 minutes real time minimum friendship between dialogues [6] approximately 2 hours real time minimum between friendshipdialogues~ OUTER_SPRINT ~friendshiptimer~ ~placeholder_value~ OUTER_WHILE (!(IS_AN_INT ~friendshiptimer~) OR (~friendshiptimer~ > 0x6) OR (~friendshiptimer~ < 0x1)) BEGIN PRINT ~Please type 1, 2, 3, 4, 5 or 6 and press enter.~ ACTION_READLN ~friendshiptimer~ END ACTION_IF ("friendshiptimer" = 1) THEN BEGIN APPEND ~gtimes.ids~ ~3600 ARAN_FTT~ APPEND ~gtimes.ids~ ~3600 ARAN_LTT~ APPEND ~gtimes.ids~ ~3600 ARAN_FLIRT~ PRINT ~Speed: minimum 1 hour real time between dialogues (Default, recommended)~ OUTER_SET choseninitialrom = 2400 PRINT ~Initial Lovetalk offset by 40 minutes~ OUTER_SET choseninitialflirt = 1200 PRINT ~Initial NPC-Initiated Flirt offset by 20 minutes~ PRINT ~So if you are in a romance with him and never stop the romance, after the lovetalks start (after friendship talk 3), the timer sequence will start hourly FT, NPC Flirt 20 minutes later, and RT 20 minutes after that, then 20 minutes later the next FT fires. Please note that the timers are not exact, and variations within the game may mean bursts of activity followed by long waits.~ END ACTION_IF ("friendshiptimer" = 2) THEN BEGIN APPEND ~gtimes.ids~ ~900 ARAN_FTT~ APPEND ~gtimes.ids~ ~900 ARAN_LTT~ APPEND ~gtimes.ids~ ~900 ARAN_FLIRT~ PRINT ~Speed: minimum 15 minutes real time between dialogues~ OUTER_SET choseninitialrom = 600 PRINT ~Initial Lovetalk offset by 10 minutes~ OUTER_SET choseninitialflirt = 300 PRINT ~Initial NPC-Initiated Flirt offset by 5 minutes~ PRINT ~So if you are in a romance with him and never stop the romance, after the lovetalks start (after friendship talk 3), the timer sequence will start 15 minute FT, NPC-initiated Flirt 5 minutes later, and RT 5 minutes after that, then 5 minutes later the next FT. Please note that the timers are not exact, and variations within the game may mean bursts of activity followed by long waits... especially when you run out of timered content!~ END ACTION_IF ("friendshiptimer" = 3) THEN BEGIN APPEND ~gtimes.ids~ ~1800 ARAN_FTT~ APPEND ~gtimes.ids~ ~1800 ARAN_LTT~ APPEND ~gtimes.ids~ ~1800 ARAN_FLIRT~ PRINT ~Speed: minimum 30 minutes real time between dialogues~ OUTER_SET choseninitialrom = 1200 PRINT ~Initial Lovetalk offset by 20 minutes~ OUTER_SET choseninitialflirt = 600 PRINT ~Initial NPC-Initiated Flirt offset by 10 minutes~ PRINT ~So if you are in a romance with him and never stop the romance, after the lovetalks start (after friendship talk 3), the timer sequence will start 30 minute FT, NPC-initiated Flirt 10 minutes later, and RT 10 minutes after that, then 10 minutes later the next FT. Please note that the timers are not exact, and variations within the game may mean bursts of activity followed by long waits... especially when you run out of timered content!~ END ACTION_IF ("friendshiptimer" = 4) THEN BEGIN APPEND ~gtimes.ids~ ~2700 ARAN_FTT~ APPEND ~gtimes.ids~ ~2700 ARAN_LTT~ APPEND ~gtimes.ids~ ~2700 ARAN_FLIRT~ PRINT ~Speed: minimum 45 minutes real time between dialogues~ OUTER_SET choseninitialrom = 1800 PRINT ~Initial Lovetalk offset by 30 minutes~ OUTER_SET choseninitialflirt = 900 PRINT ~Initial NPC-Initiated Flirt offset by 15 minutes~ PRINT ~So if you are in a romance with him and never stop the romance, after the lovetalks start (after friendship talk 3), the timer sequence will start 45 minute FT, NPC-initiated Flirt 15 minutes later, and RT 15 minutes after that, then 15 minutes later the next FT. Please note that the timers are not exact, and variations within the game may mean bursts of activity followed by long waits... especially when you run out of timered content!~ END ACTION_IF ("friendshiptimer" = 5) THEN BEGIN APPEND ~gtimes.ids~ ~5400 ARAN_FTT~ APPEND ~gtimes.ids~ ~5400 ARAN_LTT~ APPEND ~gtimes.ids~ ~5400 ARAN_FLIRT~ PRINT ~Speed: minimum 1 hour 30 minutes real time between dialogues~ OUTER_SET choseninitialrom = 3600 PRINT ~Initial Lovetalk offset by 60 minutes~ OUTER_SET choseninitialflirt = 1800 PRINT ~Initial NPC-Initiated Flirt offset by 30 minutes~ PRINT ~So if you are in a romance with him and never stop the romance, after the lovetalks start (after friendship talk 3), the timer sequence will start 90 minute FT, NPC-initiated Flirt 30 minutes later, and RT 30 minutes after that, then 30 minutes later the next FT. Please note that the timers are not exact, and variations within the game may mean bursts of activity followed by long waits... especially when you run out of timered content!~ END ACTION_IF ("friendshiptimer" = 6) THEN BEGIN APPEND ~gtimes.ids~ ~7200 ARAN_FTT~ APPEND ~gtimes.ids~ ~7200 ARAN_LTT~ APPEND ~gtimes.ids~ ~7200 ARAN_FLIRT~ PRINT ~Speed: minimum 2 hours real time between dialogues~ OUTER_SET choseninitialrom = 4800 PRINT ~Initial Lovetalk offset by 80 minutes~ OUTER_SET choseninitialflirt = 2400 PRINT ~Initial NPC-Initiated Flirt offset by 40 minutes~ PRINT ~So if you are in a romance with him and never stop the romance, after the lovetalks start (after friendship talk 3), the timer sequence will start 120 minute FT, NPC-initiated Flirt 40 minutes later, and RT 40 minutes after that, then 40 minutes later the next FT. Please note that the timers are not exact, and variations within the game may mean bursts of activity followed by long waits... especially when you run out of timered content!~ END END and when compiling the two scripts that have blocks like this in the .tp2, farther down, use CODE COMPILE EVALUATE_BUFFER ~aranw/baf/c-aran.baf~ // override script ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB dialog file PRINT ~Installing ToB scripts...~ COMPILE EVALUATE_BUFFER ~aranw/baf/c-arn25.baf~ // joined ToB script The result of timer choices are hidden in the PRINT stuff, detailed out for anyone who looks at the .DEBUG file.
  4. Troubleshooting a Stutter or Constant PID (Player-Initiated-Dialog, or "Force Click") (If you are a player who just wants the troubleshooter and how to use it, skip to post #2!) The problem It happens. Your NPC looks nice, and installs fine. But suddenly, out of nowhere, he starts constantly coming up to the PC and trying to initiate conversation. Or he keeps bugging another NPC, over and over again, without actually saying anything, bogging down your game. Or he stops every few seconds, fidgets as if about to say something, and then moves on. Games slow down. Bleh. This is usually caused by a script block being triggered, but not being able to close. The ultimate "get the annoying stutter" would be to have a block that looks like this in your mod: IF InParty(Myself) THEN RESPONSE #100 StartDialogNoSet(Player1) END This block always fires if the dude running the script is in the party. And with no conditions, it runs every script cycle. So you get the ultimate Noober/Neeber character, and lots of hate mail. Your NPC starts initiating conversations with PC non-stop, for as long as his script is active, everywhere... the ultimate kid sister following you around, tugging on your sleeve every second or so. Common reasons that this might happen in your mod: Typos in timer or var. The block might be triggering on "my_variable" but then closing on "my_vraiable" Differences in variable scope. The block might be triggering on "myvar","LOCALS" and trying to close on "myvar","GLOBAL" Another mod interfering. Mod B may have come along and put something that changes either script or dialog or DV or something that results in your code not working as tested. Which can lead us to... Weighting. The block may be evaluating true, but can't resolve because the dialog or action that it is trying to launch is being blocked by another. A simple example in a dialog file, setting up for a script stutter: IF ~InParty("cmorgan")~ THEN BEGIN heya SAY ~[CMORGAN] I am conditioned broadly, so I will always evaluate true when the script tries to look for what it wants. I take priority each and every time, no matter how hard you try to clear me. Nothing that weights below me will ever be called by the script - I run instead.~ IF ~~ THEN EXIT END IF ~Global("myvar","GLOBAL",1)~ THEN BEGIN what_the_script_is_looking_for SAY ~[CMORGAN] I am conditioned narrowly, so I will only evaluate true when a very specific global is set. The script looking for me starts at the top of the dialog and works downwards until it finds me... unless it finds something else that is true, and fires it instead.~ IF ~~ THEN DO ~SetGlobal("myvar","GLOBAL",2)~ EXIT END In this configuration, if you wanted to turn the narrowly-conditioned block into a showstopper, just leave off the DO, and voila - that line, even though narrowly conditioned, just became an "always true" when the variable is set to 1. And anything downstream of it will never play. reminder - - scripts evaluate top to bottom, stopping when something evaluates true, and jumping back to the top again (unless you add Continue() ) - dialog files are called by scripts or the "hidden" scripts inside the engine, and evaluate top down... except when you set up WEIGHT that changes the evaluation order, making a talk rise to the top of the evaluation order (or lowering it, whichever you set - you can manipulate the thing to top or bottom of the stack of everything that has been installed before it. After that, other mods can do the same, but the newcomer can change things; you can't). - dialog TRANSITIONS are evaluated BOTTOM UP. So, while the state is evaluated from the top of the file down, once a state is called, the transitions are checked from the bottom card in the deck to the top one, and the first one is taken - or in the case of REPLY, every statement that returns true is displayed. The Challenge On your own install, this is a PITA to troubleshoot, but it is eminently do-able. You have full access to your own unique install, you have NI, DLTCEP, WeiDU, text editors, ways of searching all of your project at once for matching variables, and the knowledge of your own code. But. When it hits the field, all of this changes. Because every modded install is slightly different, you can't just grab a .bcs or .dlg file from a player experiencing a problem and decompile it yourself on your own install and have it help. You can do some of the investigation with tools like Vlasák's Variable Checker from The Black Wyrm's Lair, which features savegame compares, or manual comparisons with WeiDu and NI and DLTCEP - in this case, tools like CamDawg's Debugger is not as useful because we are not dealing with possible file corruption or problem areas/assignments, we are dealing strictly with script evaluation. In this day and age of BWP and BiG World installs, troubleshooting stutters and weighting issues and such becomes an impossible task, because it is 99% likely that even if you replicated the install as closely as possible, it would never get troubleshot, for a very simple reason - limited modding time, and huge amounts of time installing and uninstalling to replicate. Even more importantly, all of these tools have the disadvantage of working from a snapshot instead of real-time, on the actual install having the problem. So, either have a player .zip up between 2 and 5 GB of their entire game folder so you have their entire install and pay for the upload/download, troubleshooting on their actual game, or ... The Solution The Bigg came up with a reasonable way of checking to see what script block is firing but failing to resolve itself mod to find the problem. Berelinde adapted it and used it to troubleshoot Gavin. And now I have shamelessly copied and pasted and modified it to work with Aran. Basically, all it does is take whatever in-game .bcs files you point it to, and look for the RESPONSE section, number each one, and set up a DisplayStringHead() on PC. in the old days, we did this manulaly, which was horrible. It was even more horrible when it was just manually. Nothing like numbering and identifying each and every block and dialog, then having to go back and remove all that before giving it out... Now, through WeiDU-foo, you can have a user experiencing the problem go back to an earlier save, install a mod, run through to the problem, and report the number. Eventually, someone will whip up a good way of decompiling the resulting file and sending you the info in text, but for now, the safest thing to do is have the player read off which block of which .bcs is firing in the dialog window, and have them decompile and send you the problem file. Then have them uninstall the mod. Good news - it can go on the very end of the install with no problems! Here is the base code: BACKUP ~aran_troubleshoot/backup~ AUTHOR ~berelinde~ BEGIN ~Troubleshooting Aran's stutter with Shamelessly Re-Appropriated Code from Gavin~ COPY_EXISTING ~c-aran.bcs~ ~override~ // be sure to change the file names to point to the relevant ones ~c-arand.bcs~ ~override~ ~c-ar01.bcs~ ~override~ ~baldur.bcs~ ~override~ // use either baldur.bcs or baldur25.bcs whether you're in SoA or in ToB. ~player1d.bcs~ ~override~ ~c-arn25.bcs~ ~override~ ~c-arn25d.bcs~ ~override~ SET x = 0 - 1 DECOMPILE_BCS_TO_BAF REPLACE_EVALUATE ~\(RESPONSE #[0-9]+\)~ BEGIN x += 1 END "\1 ActionOverride(Player1,DisplayString(Myself,~Running block %x% of %SOURCE_RES%.BCS~))" COMPILE_BAF_TO_BCS So, to copy it and use it yourself, you just need to identify what scripts you touch and swap them in the .tp2.
  5. So, what is this "beta" thing? Officially, a "beta" is a version that has most of the good stuff already in place. According to wikipedia, "Open betas serve the dual purpose of demonstrating a product to potential consumers, and testing among an extremely wide user base likely to bring to light obscure errors that a much smaller testing team may not find." In this case, with the exception of the adult materials in the female romance portion, most of the content prior to tweaking/installation is already on the forums. There are some surprises, too, as installation and pre-alpha and alpha testing sometimes showed places where some tweaking needed to happen. BUT - I am releasing this as a check-up on how successful the code on the forums translates to actual play. The best dreams sometimes don't translate well into reality, and that is what we are going to find out here. What is missing? The major SoA quest is still under construction, and is not implemented. ToB has content, but very few LTs or FT's, and no banters (They stank - I'm redoing them). The LT sequence gets you up close to the Big Question, then drops you cold - there are several ways to make this a successful arc, and I am seeking feedback from the beta test before adding (writing) the final talks. Some of the swimming and bathing responses, both male and female, are currently marked with PLACEHOLDER while I track down better ways of entertaining more by saying less. So, what is in? Rough creature voicing and music for talks. Most of the SoA FT series. Most of the SoA LT series. Flirts, both PC and NPC initiated. (Hundreds. Literally hundreds. Randomized and stratified by your romance level.) Interjections. Lots of them. And the ability to tell him to shut up if he gets too mouthy. SoA Banters with all BioWare Canonical NPCs. Scroll creation. Moonlit Swordfights, male or female. Seduction, and a huge interactive tree of potential nookie in various forms (hopefully only found in female PCs without the girdle of gender-bender). Easter Eggs. The "click on me multiple times and something new probably happens at least twice, and often up to 5 or more times for the same worded reply" kind, not the one that hangs out with chocolate bunnies (Nythrun, i miss you!). Multiple replies to the same question both over time and dependent on area, time, friendship progression and/or lovetalk progression, or just plain asking him for advice in each and every area of SoA and ToB. Sometimes multiple times. Really, a huge amount of the content is PID-driven. A new inn with several interacting characters, and a minor quest if you keep on going back and talking to the bartender. Stories of war, love, and otherwise. Colorful and inventive swearing at inopportune moments. Flexible customization of Aran's stats/role, equipment, etc. ToB includes summoning, unsummoning, and sending him to an inn. You can even send him to Hell. Well, your little pocket corner of it, unless you are killing the dude. I think you can even send him "home" to Amn, though he'd sy home is wherever you are. ToB includes the "important" canonical talks; SoA the same (Tree of Life, Wraith Talk, Etc., Etc.) SoA includes sending him along to somewhere else, or having him stay put where you leave him - without breaking the romance, if you are so inclined. Watcher's Keep materials on both SoA and ToB. Awareness of several mod-added NPCs, whether in dialog or when they try to initiate PID with him instead of PC doing the initiating. Even some awareness and use of kit materials if you add the AranAware sub-mod at the end of your installation. Drunk talks. Multiple. Get him drunk once or twice, perhaps even three times. That is, if you can stand the belching. An occasional odd talk out of the blue, or green, or dark, whatever your current sky looks like. What if I really don't want to read bad purple-prose amateur crappy fanfic 'erotic' depictions? Don't play as a female. Or, play as a female, and shut him down when he tries to flirt - don't romance him. While every step of the romancing talks has exits and "just friends" and such, one of the goals of the beta is to discover places where you expect Aran to hold hands like a good little boy, and instead he starts taking his clothes of (or worse, starts trying to take yours off). That, and letting cmorgan know when the depiction just plain sounds as fun as watching paint dry. The standard lovetalks and flirts are not going to get you into heavy territory unless you have asked to go there through your replies, at least supposedly. The PID is the biggest access point, so if you flirt with him a lot or if you ask him to step around the corner with you, expect that he will have busy hands and a lecherous intent. Of course, you can always say no... sometimes he might get mad and go off in a snit for a day or so, and then you get to have a little spat. Or apologize to him. Or make him apologize to you. But it is darned hard to get through his thick skin enough that he drops the whole thing. Why should I try this out and risk a bug messing up my game? It is darned unlikely that there is a game-breaking bug. That was for the pre-alpha and alpha testing. The most likely scenario is some kind of weighting in an install with other mods, and a worst case scenario might be just kicking him out of the party; the good news with Aran in Beta-Land is that he comes with a PID that allows you to literally change history and reset globals by just talking to him. Running into an annoying stutter in a lovetalk? Break up with him. In a friend talk? Kick him out. Plus, I have a troubleshooting mod ready to go that the bigg came up with and berelinde pioneered, which proved extremely successful at tracking stuff in Gavin. But why try him out now? Well, primarily, feedback. If you see stuff that is just no fun, you get to suggest changes and watch me implement them if I can. Worst-case scenario, you tell him to shut up, and you have a relatively quiet configurable Dual-Classable that can create scrolls. Why would I not want to install this, but wait for the full release? Oh, thousands of reasons. Mod development can break games accidentally, though this one is unlikely to. And installing this on a BWP, well, it has never been done, so... who knows what will really happen? You could not be thrilled with the writing you see on the forums, or decide he isn't worth the hassle of seeing an occasional line where he just says "PLACEHOLDER" or "Blighted hells. Got naught to say. Must be a writer's strike." That can spoil the immersion for some folks - Shed's mods used this idea, and I like it, but not everyone does. You could be happier playing a finished product, and have the patience to wait at least 6 months (probably more realistically 9, or even a full year at next G3 Anniversary) for other people to wade through oddities like "Hey, I said I wanted Aran to kiss me, and he jumped into the sack and had his way with me, and then in the next dialog said he would love to explore more than just a kiss someday... yuch!" and for me to fix them. You could be a happy lurker who is not really into giving feedback, and not want to waste your gaming time when you could be running an All Elven Retrospective Party, with Haldimir, Kivan, Xan, Coran, PC, and Jaheira. (This is a legitimate excuse. For me, it is the ever-wished-for-but-never-attempted Aerie-Imoen-Jaheira-Saerileth-Tashia-PCPaladin runthrough, with multi-romance edits and reverse-engineering of the shutdowns. I am going to try that someday, just so I can write a girl's-gone-wild conflict banter and the ultimate juvenile male fantasy sequence.) You could be so hooked on the upcoming Mass Effect 3 and Skyrim that you just have to read the pre-release info every day instead of trying out a beta f a mod (f course, just remember that when ME3 hits the shelves, this boy right here is going to be definitely unavailable for a few days...) Where can I see if you are actually doing any work, instead of sitting back and watching me mess about? The forums, and actual integration of changes into the master copy at https://github.com/cmorganbg/Aran-Whitehand . Hey - I'm serious. If I just want to know what FriendTalks and Lovetalks are in, why won't you just list them? Here you go: SoA Talkity-talk Talks /* BG2 FriendTalk 1 c-aranfriendbg2 = 1 : Not Just Another Quasi-Invincible Band Of Protagonists */ /* BG2 FriendTalk 2 c-aranfriendbg2 = 3 : "My Pal the Shield Wall", or, merits of Heavy Metal (Whitesnake) vs Alternative (Feist) */ /* BG2 FriendTalk 3 c-aranfriendbg2 = 5 : "The Price of Fame", or, Whoa - *that* <CHARNAME>? Sux to be you, pal. */ /* BG2 FriendTalk 4 c-aranfriendbg2 = 7 : Mongo But Pawn In Great Chess Game of Life? */ /* BG2 FriendTalk 5 c-aranfriendbg2 = 9 : "Irresistible Forces and Immovable Objects", or, is the pen really mightier than the sword, or does he just have a better PR firm? */ /* BG2 FriendTalk 6 c-aranfriendbg2 = 11 : "Creative Culinary Conundrums", or, Whaddaya like to eat, 'cause I make this mean curry... */ /* BG2 FriendTalk 7 c-aranfriendbg2 = 13 : "Alternate Paths to Sun Tsu", or, tactics are fun, but sometimes you just gotta whack 'em. */ /* BG2 FriendTalk 8 c-aranfriendbg2 = 15 : "Warning - Objects Are Closer Than They Appear", or, why you want to check carefully behind your target area before firing that arrow. */ /* BG2 FriendTalk 9 c-aranfriendbg2 = 17 : "Bhallspawn, Shmallspawn. Meh.", or, Gods and Monsters. */ /* BG2 FriendTalk 10 c-aranfriendbg2 = 19 : "Weapons Practice for Fun and Profit", or, never bet with a Sicilian when death is on the line. */ /* BG2 FriendTalk 11 c-aranfriendbg2 = 21 : "Optimists, Pessimists, and Realists, Oh My.", or, the glass is half full, half empty, who cares - as long as it is a glass of good scotch! */ /* BG2 FriendTalk 12 c-aranfriendbg2 = 23 : "What's under all that Armor, Anyways?", or, take it all off, baby - take it all off. Emotionally, dude[ette] - jeeze, get a life. */ /* BG2 FriendTalk 13 c-aranfriendbg2 = 25 : "So once there were three men, sitting around a fire. And one of them got up and said..." TrailTalk, FR style */ /* BG2 FriendTalk 14 c-aranfriendbg2 = 27 : Bonus Round - Simple Word States, Maximum Effect: The Teacher's Workroom. */ FT 10 sets up a "shoot hoops FR-style" for Male PCs (no way of turning it into a romance) and a "moonlit sparring" encounter for female PC's (can end up having a flig with him even if not in a romance, or simply fight him for fun). This is added "scenery' content, and does not reset the FT timer. Perhaps is should? Separate UnderDark Talks: /* SoA UnderDark FriendTalk 1 : Nightmares on Elm Street */ /* SoA UnderDark FriendTalk 2 : Moving Bowels */ /* SoA UnderDark FriendTalk 3 : Don't Look Now, but your Isaiah 2:19 is showing... */ /* SoA UnderDark FriendTalk 4 : Weather forecast for tonight... dark. (George Carlin) */ /* SoA UnderDark FriendTalk 5 : "I believe that forgiving them is God's function. Our job is to arrange the meeting." ("Stormin'" Norman Schwarzkopf)*/ at the 30 minute timer, talks cover 7 hours of SoA outside of underdark and 2 hours 30 minutes in underdark. at the 60 (default), of course, 14 hours outside and 5 hours drow-ing. For the female PC, these play out as well if the PC doesn't shut down the romance: /* BG2 Love Talk 1 : Mary Chapin Carpenter - I Take My Chances : c-aranbg2rom = 1 > 2 c-aranromtimer,ARAN_LTT */ /* BG2 Love Talk 2 : Dixie Chicks, Ready To Run : c-aranbg2rom = 3 > 4 c-aranromtimer,ARAN_LTT */ /* BG2 Love Talk 3 : Queen - Somebody To Love, A No-Talk Lovetalk - or an extended Aran-Initiated Flirting Opportunity : c-aranbg2rom = 5 > 6 c-aranromtimer,ARAN_LTT */ /* BG2 Love Talk 4 : ABBA - Name of the Game : c-aranbg2rom = 7 > 8 c-aranromtimer,ARAN_LTT */ /* BG2 Love Talk 5 : Billy Joel - You may be Right/We Didn't Start The Fire mixology : c-aranrombg2 = 9 > 10 c-aranromtimer,ARAN_LTT */ /* BG2 Love Talk 6 : ABBA - Take A Chance On Me : c-aranrombg2 = 11 > 12 c-aranromtimer,ARAN_LTT */ /* BG2 Love Talk 7 : I want you - do you want me? : c-aranrombg2 = 13 > 14 c-aranromtimer,ARAN_LTT */ /* BG2 Love Talk 8 : Police - Every Little Thing She Does Is Magic : c-aranrombg2 = 15 > 16 c-aranromtimer,ARAN_LTT */ Need to finish romance arc for SoA; with the huge, way-over the top flirting possibilities, the occasional non-sequential scenery talks, the interjections, and the banters, it is a darned good thing much of that can be shut off via PID. The adult materials (including extensions to the streams, baths, garden, Inn, the "booty call through PID in a romance" and "the Romantic Encounters sparked from PC response in FT or LT") are almost finished, though it has been draft after draft and I'm less than thrilled - but hey, I wanted a challenge.
  6. 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.)
  7. Still working on some stuff behind the scenes for forum setup and Beta status, but I had some time this week between rehearsals et al., so here is another blog/exploration and the resulting banters for the ToB portion. The banter that inspired the idea CODE /* ToB Banters: Aran > Jaheira and Ajantis) */ CHAIN IF ~CombatCounter(0) !Detect([ENEMY]) InParty("c#ajantis") Global("c-arntob18b","GLOBAL",0) InParty("Jaheira") InMyArea("Jaheira") !StateCheck("Jaheira",CD_STATE_NOTVALID) InParty("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN C-ARN25B c-arantob18b1 ~[ARAN] You look a mite pensive, Jaheira. What be draggin' you back down th' distant foggy paths o' memory?~ DO ~SetGlobal("c-arntob18b","GLOBAL",1)~ == BJAHEI25 ~[JAHEIRA] I am simply remembering how this all started. How young <CHARNAME> was, those few short years ago.~ == C-ARN25B ~[ARAN] So, tell me a story, eh? Ajantis never does tell all th' ins an' outs o' what th' glory days were like. You an' he started out early enough to know <PRO_HIMHER> when a few kobolds were a right difficult challenge.~ == BJAHEI25 ~[JAHEIRA] I would not describe them as glorious. But they did have their charm. == C-ARN25B ~[ARAN] I can see it now. <CHARNAME>, all wrapped up in swaddlin' clothes, wavin' <PRO_HISHER> arms wild-like an' bein' chased by a horde o' gibberlings.~ == BJAHEI25 ~[JAHEIRA] The waving of arms, perhaps. But no swaddling clothes. == C-ARN25B IF ~InParty("c#ajantis") Global("C#AjantisRomanceActive","GLOBAL",2)~ THEN ~[ARAN] Well, was there somethin' right special from th' first, or did th' whole romance thing wi' those two spring up just when they be wanderin' around Amn smitin' evil an' generally doin' good?~ == C-ARN25B IF ~InParty("c#ajantis") Global("C#AjantisPCMarriage","GLOBAL",1)~ THEN ~[ARAN] Just wonderin', on account o' it seems a mite fast to get married if they don't have a mite bit more to th' story.~ == BJAHEI25 IF ~InParty("c#ajantis") OR (2) Global("C#AjantisRomanceActive","GLOBAL",2) Global("C#AjantisPCMarriage","GLOBAL",1)~ THEN ~[JAHEIRA] That is their story to tell. Or not to tell, Aran. Not mine.~ == C-ARN25B IF ~InParty("c#ajantis") OR (2) Global("C#AjantisRomanceActive","GLOBAL",2) Global("C#AjantisPCMarriage","GLOBAL",1)~ THEN ~[ARAN] Well, nothin' ventured, nothin' gained, I guess. Don't blame a lad for some simple curiosity.~ == C-ARN25B ~[ARAN] I know it were not all teacups an' roses, but I'd give a blighted fortune to have seen th' whole Iron Throne thing from your perspective, instead o' from th' front lines fightin' Chill an' Blacktalons.~ == BJAHEI25 ~[JAHEIRA] I... I have many memories I would not repeat. But I am glad that I can think back on them, and see where we are now.~ EXIT The way this is written leaves the meanings deliberately open to interpretation. Jaheira does not indicate whether Ajantis was part of things when the party encountered him while dodging ankhegs, or if he was brought in when Chateau Irenicus fell on everyone. Does Jaheira approve? Is she affirming a beautiful friendship that has lasted all the way through the three games, or saying "I should have killed <CHARNAME> while he was younger and less powerful", or if multi-romance cheats are on, is she saying "He's mine, really, but you have to ask him why he spends all that time with Ajantis"? Well, given Jastey's careful coding, that last one is extremely unlikely, but you get the general idea, I think. On Aran's side, he could be just asking about the Glory Days, or he could be scoping out a potential rival, or he could be a little bit bitter that PC and Ajantis are married and he has no chance. Voila - a nice little banter for role-players to have some fun with, just highlighting inter-NPC relationships. I like it. So, how can we play with this idea and make it more situationally aware? How would the same questioning on Aran's part change, and the responses change, if it wasn't Jaheira and Ajantis, but Jaheira and Imoen? Or Jaheira and Gavin, while Gavin is romancing PC? Or better yet, if Jaheira and PC are in a romance, and since Aran was not around for Khalid at all, there is the opportunity for Foot In Mouth™ to strike... Data Gathering: NPCs that make it from BG to ToB I may have missed one or two, but this what I have found for currently available mods that add BG NPCs to SoA/ToB from BG -> BG2 (whether expanding on an existing BioWare™ character dialog or not). Most of these are mute during ToB, but allow a player to bring them along anyways. A few are still working on developing ToB content. And a few actually do go on into ToB. For future-proofing, we will just deal with all of them, so that if someone ends up expanding one of the two Branwen projects, or something similar, acknowledgment is already in place. Jastey's Ajantis = InParty("c#ajantis") WoundedLion's Branwen = InParty("WLBRAN") Lennon's Branwen (Perils of Branwen) = InParty("DL#BWN") Tortured Souls' Coran = InParty("Coran") Kulyok's Coran = InParty("O#Coran") Edwin (+- Laufey's Romance mods of him) = InParty("Edwin") Headbanger's Eldoth = InParty("M#Eldoth") Berelinde's Gavin = InParty("B!Gavin2") Imoen (+- LordM's/TCDale's Imoen Romance) = InParty("Imoen2") Minsc = InParty("Minsc") Lava Del'Vortel's (Aerie-Be-Gone) Quayle = InParty("QUAYLE") Vlad's Shar-Teel (BGTNeJ2) = InParty("Sharteel") darthsabe's Shar-Teel (German-only mod) = InParty("shartel") Lava Del'Vortel's Skie (Polish-only mod) = InParty("Skiedv") Kulyok's Tiax = InParty("O#Tiax") Talon's Xan = InParty("TLXan") Kulyok's Xan = InParty("O#Xan") Domi's Kivan = InParty("P#KIVAN") Viconia = InParty("Viconia") octavian's Yeslick (German-only mod) = InParty("Yesli") Now, for your mod, you may need to go further than just figuring out the DV (and in a few cases the mods are only available in certain languages, which would require some special handling and the services of a good and willing translator), but for my purposes, all I want is to allow a simple reference. I'm not writing lines of dialog for these NPCs here, I am letting the conversation acknowledge the "When I was a Lad in Candlekeep", or "Back in the Day™" references. The advantage to this is we can acknowledge the presence of one of these Cradle-To-Grave or Full Bhaalspawn Saga NPC's without worrying about whether or not the mod in question is installed. Since only the DV is referenced, there is no need to check for the existence of dialog files or .cre; nothing will crash if Branwen is not installed. It will just never run, because the check for InParty() will return false if none of the joined NPCs have that DV. The inspiration is a common enough conversational occurrence, where the "new guy" can ask what it was like back on the Sword Coast. This is a great banter for Jaheira, as she has the mothering/mentoring approach; there is a bonus, too, as the talk could become a little ticklish if she and PC are in a romance. And if any of the other Constant Companions were, well, even better. This kind of conversation could be made into a whole series of talks, but that rapidly becomes very complicated. Theoretically, she is the best character to ask about the long-long term story-arc romances - herself (the changing roles from married mentor/mother figure to widow to lover), Domi's Kivan, Berelinde's Gavin, Jastey's Ajantis, Kulyok's Xan, Laufey's Edwin romance addition, and Viconia. A full treatment of any of these would be an independent set of talks way beyond our purview, mostly because writing that kind of dialog means interpreting events through Jaheira's eyes. I would argue that was next to impossible to do, given that each of these romances can play out in so many different ways, even the BioWare ones. So we leave it open, as a side banter, bringing the subject up and then dropping it, allowing the player's imagination to fill in the backstory and re-interpret the dialog as it fits in their game. Now we have a choice - set up a bunch of independent banters which fire independently, or set it up as one big CHAIN. Individual banters all closed off with the same variable seems safest for folks with multi-romance cheats on. The top true one will play, the rest will be skipped. Or we can simply set up a more general idea in a single CHAIN. To acknowledge their presence as a sideline in another banter is an easy enough thing to do, if we leverage CHAIN to check for their presence as a party member in one fell swoop... CODE == C-ARN25B IF ~InParty("c#ajantis")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("WLBRAN")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("DL#BWN")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("Coran")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("O#Coran")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("Edwin")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("M#Eldoth")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("B!Gavin2")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("Imoen2")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("Minsc")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("QUAYLE")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("Sharteel")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("shartel")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("Skiedv")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("O#Tiax")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("TLXan")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("O#Xan")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("P#KIVAN")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("Viconia")~ THEN ~[ARAN] PLACEHOLDER~ == C-ARN25B IF ~InParty("Yesli")~ THEN ~[ARAN] PLACEHOLDER~ On the doubles, like Talon's Xan and Kulyok's Xan, or we don't have to worry. Anyone trying to install both versions of these mods is going to have an odd game anyways. So we can safely assume that players will only install one or the other, and not get double entries from the CHAIN construction presented. At least, we can safely say that they are going to have far worse challenges in their game then getting replicated lines! To screen out all 20 possibles, a code snippet: CODE !InParty("c#ajantis") !InParty("WLBRAN") !InParty("DL#BWN") !InParty("Coran") !InParty("O#Coran") !InParty("Edwin") !InParty("M#Eldoth") !InParty("B!Gavin2") !InParty("QUAYLE") !InParty("Sharteel") !InParty("shartel") !InParty("Skiedv") !InParty("O#Tiax") !InParty("TLXan") !InParty("O#Xan") !InParty("P#KIVAN") !InParty("Yesli") To keep multi-romancer's banters short, we could set up a priority order, first putting the basic banter up. We could use the screen set up just above this to allow the basic banter to play, unless someone else in the party we recognize as coming in from BG content. Then we could follow up with a set of independent banter variants that can play if one of the Romanceables are present, and finally top it off with a catch-all net for the non-romanceables. That means lots and lots of banters. Wait a minute... There has to be a more efficient way. What if we played with CHAIN and EXTERN, instead of writing a ton of independent banters? Some of the elements will be the same, some will be different - let's see if we can break things up and organize them with some common elements delegated to CHAIN snippets. Initial Layout - Jaheira and the Constant Companions CODE /* ToB Banters: Aran > Jaheira Back in The Day : Baseline */ CHAIN IF ~CombatCounter(0) !Detect([ENEMY]) Global("c-arntob18b","GLOBAL",0) InParty("Jaheira") InMyArea("Jaheira") !StateCheck("Jaheira",CD_STATE_NOTVALID) InParty("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN C-ARN25B c-arantob18b1 ~[ARAN] You look a mite pensive, Jaheira. What be draggin' you back down th' distant foggy paths o' memory?~ DO ~SetGlobal("c-arntob18b","GLOBAL",1)~ == BJAHEI25 ~[JAHEIRA] I am simply remembering how this all started. How young <CHARNAME> was, those few short years ago.~ == C-ARN25B ~[ARAN] So, tell me a story, eh? You never do tell all th' ins an' outs o' what th' glory days were like. You started out early enough to know <PRO_HIMHER> when a few kobolds were a right difficult challenge.~ EXTERN BJAHEI25 c-arantobgibberling CODE CHAIN BJAHEI25 c-arantobgibberling ~[JAHEIRA] I would not describe them as glorious. But they did have their charm. == C-ARN25B ~[ARAN] I can see it now. <CHARNAME>, all wrapped up in swaddlin' clothes, wavin' <PRO_HISHER> arms wild-like an' bein' chased by a horde o' gibberlings.~ == BJAHEI25 ~[JAHEIRA] The waving of arms, perhaps. But no swaddling clothes.~ END IF ~Global("JaheiraRomanceActive","GLOBAL",2)~ EXTERN C-ARN25B c-askjaheirarom IF ~!Global("JaheiraRomanceActive","GLOBAL",2)~ EXTERN C-ARN25B c-arantobbanterfinish CODE CHAIN C-ARN25B c-askjaheirarom ~[ARAN] Well, was there somethin' right special from th' first sight o' <PRO_HIMHER>, or did th' whole romance thing wi' you two spring up just when you be wanderin' around Amn smitin' evil an' generally doin' good?~ == BJAHEI25 ~[JAHEIRA] I was deeply in love with Khalid. I am still deeply in love with Khalid. After his death, it... it became complicated.~ == C-ARN25B ~[ARAN] Blighted hells... I done put my foot right in it. Look, I meant no harm. I was just askin' on account o' you an <PRO_HIMHER>, you seem to fit right together. Xvim's Spit, I just stuffed both feet right up my mouth.~ == BJAHEI25 ~[JAHEIRA] A habit which I find I must constantly remind you to curb.~ EXTERN BJAHEI25 c-arantobbanterfinish CODE CHAIN BJAHEI25 c-arantobbanterfinish == C-ARN25B ~[ARAN] Well, nothin' ventured, nothin' gained, I guess. Don't blame a lad for some simple curiosity.~ == C-ARN25B ~[ARAN] I know it were not all teacups an' roses, but I'd give a blighted fortune to have seen th' whole Iron Throne thing from your perspective, instead o' from th' front lines fightin' Chill an' Blacktalons.~ == BJAHEI25 ~[JAHEIRA] I... I have many memories I would not repeat. But I am glad that I can think back on them, and see where we are now.~ EXIT CODE Block 1 > Block 2 > ROM > Block3 > Block 4 > NOROM >>>>>>>>>>^ We broke this up into funny, odd little bits so that we can avoid duplicate states when we start expanding to include the outside references. Basically, we lay out the pastry, and allow the fillings to change based on the party composition. If the romance is active, we have a diversionary block; if not, we skip to the end. Adding Possible Romances; Jaheira with Ajantis, Gavin, Xan, Kivan, Imoen, Viconia, and/or Edwin Setting this up as single banters with only a few possible comments referencing other NPCs, so Multi-Romancers don't get a laundry list of every single active romance variable, is relatively simple. The first one with an active romance fires, the rest are skipped. As a sample of this idea: CODE /* ToB Banters: Aran > Jaheira Back in The Day : Ajantis */ CHAIN IF ~CombatCounter(0) !Detect([ENEMY]) InParty("c#ajantis") Global("c-arntob18b","GLOBAL",0) InParty("Jaheira") InMyArea("Jaheira") !StateCheck("Jaheira",CD_STATE_NOTVALID) InParty("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN C-ARN25B c-arantob18b1 ~[ARAN] You look a mite pensive, Jaheira. What be draggin' you back down th' distant foggy paths o' memory?~ DO ~SetGlobal("c-arntob18b","GLOBAL",1)~ == BJAHEI25 ~[JAHEIRA] I am simply remembering how this all started. How young <CHARNAME> was, those few short years ago.~ == C-ARN25B ~[ARAN] So, tell me a story, eh? Ajantis never does tell all th' ins an' outs o' what th' glory days were like. You an' he started out early enough to know <PRO_HIMHER> when a few kobolds were a right difficult challenge.~ == BJAHEI25 ~[JAHEIRA] I would not describe them as glorious. But they did have their charm.~ == C-ARN25B ~[ARAN] I can see it now. <CHARNAME>, all wrapped up in swaddlin' clothes, wavin' <PRO_HISHER> arms wild-like an' bein' chased by a horde o' gibberlings.~ == BJAHEI25 ~[JAHEIRA] The waving of arms, perhaps. But no swaddling clothes.~ == C-ARN25B IF ~InParty("c#ajantis") !Global("C#AjantisRomanceActive","GLOBAL",2)~ THEN ~[ARAN] Well, was Ajantis th' same knightly protector, runnin' around smitin' things an' tellin' <CHARNAME> th' honorable course o' action, no matter how dangerous it be?~ == C-ARN25B IF ~InParty("c#ajantis") Global("C#AjantisRomanceActive","GLOBAL",2)~ THEN ~[ARAN] Well, was there somethin' right special from th' first, or did th' whole romance thing wi' those two spring up just when they be wanderin' around Amn smitin' evil an' generally doin' good?~ == C-ARN25B IF ~InParty("c#ajantis") Global("C#AjantisPCMarriage","GLOBAL",1)~ THEN ~[ARAN] Just wonderin', on account o' it seems a mite fast to get married.~ == BJAHEI25 ~[JAHEIRA] That is their story, Aran. It is not mine to tell.~ EXTERN BJAHEI25 c-arantobbanterfinish But we already have the base banter above. Let's leverage EXTERN and the ability to add transitions from CHAIN states based on variables to make things more efficient, reducing the amount of state duplication: CODE /* ToB Banters: Aran > Jaheira Back in The Day : Baseline */ CHAIN IF ~CombatCounter(0) !Detect([ENEMY]) Global("c-arntob18b","GLOBAL",0) InParty("Jaheira") InMyArea("Jaheira") !StateCheck("Jaheira",CD_STATE_NOTVALID) InParty("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN C-ARN25B c-arantob18b1 ~[ARAN] You look a mite pensive, Jaheira. What be draggin' you back down th' distant foggy paths o' memory?~ DO ~SetGlobal("c-arntob18b","GLOBAL",1)~ == BJAHEI25 ~[JAHEIRA] I am simply remembering how this all started. How young <CHARNAME> was, those few short years ago.~ == C-ARN25B ~[ARAN] So, tell me a story, eh? You never do tell all th' ins an' outs o' what th' glorious days were like. You started out early enough to know <PRO_HIMHER> when a few kobolds were a right difficult challenge.~ END IF ~!InParty("c#ajantis")~ EXTERN BJAHEI25 c-arantobgibberling IF ~InParty("c#ajantis")~ EXTERN C-ARN25B c-arantobajantis CODE APPEND C-ARN25B IF ~~ c-arantobajantis SAY ~[ARAN] Hells, Ajantis be as bad as you. He has naught in th' way o' good juicy gossip, just tales o' honor an' such. I think he were a companion back on th' Trade Way, before you all headed southwest.~ IF ~~ THEN EXTERN BJAHEI25 c-arantobgibberling END END CODE CHAIN BJAHEI25 c-arantobgibberling ~[JAHEIRA] I would not describe them as glorious. But they did have their charm.~ == C-ARN25B ~[ARAN] I can see it now. <CHARNAME>, all wrapped up in swaddlin' clothes, wavin' <PRO_HISHER> arms wild-like an' bein' chased by a horde o' gibberlings.~ == BJAHEI25 ~[JAHEIRA] The waving of arms, perhaps. But no swaddling clothes.~ END IF ~!Global("JaheiraRomanceActive","GLOBAL",2) !Global("C#AjantisRomanceActive","GLOBAL",2)~ EXTERN C-ARN25B c-arantobbanterfinish IF ~Global("JaheiraRomanceActive","GLOBAL",2)~ EXTERN C-ARN25B c-askjaheirarom IF ~Global("C#AjantisRomanceActive","GLOBAL",2)~ EXTERN C-ARN25B c-arantobajanticeromance CODE CHAIN C-ARN25B c-arantobajanticeromance ~[ARAN] I always wanted to know if was there somethin' right special from th' first, or did th' whole romance thing wi' those two spring up just when they be wanderin' around Amn smitin' evil an' generally doin' good?~ == BJAHEI25 ~[JAHEIRA] That is their story to tell, Aran. If Ajantis does not wish to tell you, and <CHARNAME> says nothing, then I certainly cannot.~ EXTERN C-ARN25B c-arantobbanterfinish CODE CHAIN C-ARN25B c-askjaheirarom ~[ARAN] Well, was there somethin' right special from th' first sight o' <PRO_HIMHER>, or did th' whole romance thing wi' you two spring up just when you be wanderin' around Amn fendin' off challenges to th' Balance?~ == BJAHEI25 ~[JAHEIRA] I was deeply in love with Khalid. I am still deeply in love with Khalid. After his death, it... it became complicated.~ == C-ARN25B ~[ARAN] Blighted hells... I done put my foot right in it. Look, I meant no harm. I was just askin' on account o' you an <PRO_HIMHER>, you seem to fit right together. Xvim's Spit, I just stuffed both feet right up my mouth.~ == BJAHEI25 ~[JAHEIRA] A habit which I find I must constantly remind you to curb.~ EXTERN BJAHEI25 c-arantobbanterfinish CODE CHAIN BJAHEI25 c-arantobbanterfinish == C-ARN25B ~[ARAN] Well, nothin' ventured, nothin' gained, I guess. Don't blame a lad for some simple curiosity.~ == C-ARN25B ~[ARAN] I know it were not all teacups an' roses, but I'd give a blighted fortune to have seen th' whole Iron Throne thing from your perspective, instead o' from th' front lines fightin' Chill an' Blacktalons.~ == BJAHEI25 ~[JAHEIRA] I... I have many memories I would not repeat. But I am glad that I can think back on them, and see where we are now.~ EXIT OK, two swapped-in parts of the conversation. And edits in [CHAIN BJAHEI25 c-arantobgibberling] to make sure that if Ajantis' romance is active, the Jaheira romance commentary is skipped. Even Aran wouldn't poke Jaheira if Ajantis and Jaheira are both in a romance with PC! He would be wondering what kind of crazy person has reverse-engineered the BioWare™ romance and Jastey's extremely detailed coding, and calling his agent for a new gig. So, let's add some more. To save space, let's just build the snippets. I didn't write them this way. Originally, I sketched out all of the banters as individual ones, all variations on the theme. But let's see if we can edit them in: Ajantis CODE /* Add to baseline: !InParty("c#ajantis") // to the transition leading to EXTERN BJAHEI25 c-arantobgibberling IF ~InParty("c#ajantis")~ EXTERN C-ARN25B c-arantobajantis */ CODE APPEND C-ARN25B /* ToB Banters: Aran > Jaheira Back in The Day : Ajantis */ IF ~~ c-arantobajantis SAY ~[ARAN] Hells, Ajantis be as bad as you. He has naught in th' way o' good juicy gossip, just tales o' honor an' such. I think he were a companion back on th' Trade Way, before you all headed southwest.~ IF ~~ THEN EXTERN BJAHEI25 c-arantobgibberling END END CODE /* add to BJAHEI25 c-arantobgibberling : IF ~InParty("c#ajantis") !Global("C#AjantisRomanceActive","GLOBAL",2)~ THEN EXTERN c-arantobbanterfinish IF ~InParty("c#ajantis") Global("C#AjantisRomanceActive","GLOBAL",2)~ THEN EXTERN c-arantobajantisromance */ CODE CHAIN C-ARN25B c-arantobajanticeromance ~[ARAN] I always wanted to know if was there somethin' right special from th' first, or did th' whole romance thing wi' those two spring up just when they be wanderin' around Amn smitin' evil an' generally doin' good?~ == C-ARN25B IF ~Global("C#AjantisPCMarriage","GLOBAL",1)~ THEN ~[ARAN] Just wonderin', on account o' it seems they were a mite fast to get married.~ == BJAHEI25 ~[JAHEIRA] That is their story to tell, Aran. If Ajantis does not wish to tell you, and <CHARNAME> says nothing, then I certainly cannot.~ EXTERN C-ARN25B c-arantobbanterfinish Imoen CODE /* Add to baseline: !InParty("Imoen2") // to the transition leading to EXTERN BJAHEI25 c-arantobgibberling IF ~InParty("Imoen2")~ EXTERN C-ARN25B c-arantobimoen */ CODE APPEND C-ARN25B /* ToB Banters: Aran > Jaheira Back in The Day : Imoen */ IF ~~ c-arantobimoen SAY ~[ARAN] Imoen must have been a sight to see, an' a blighted tough one to keep up with, back on th' Sword Coast. I can imagine she kept everyone on their toes. Glory, conquest, an' pink accoutrements for all, eh?~ IF ~~ THEN EXTERN BJAHEI25 c-arantobgibberling END END CODE /* add to BJAHEI25 c-arantobgibberling : IF ~InParty("Imoen2") !Global("ImoenRomanceActive","GLOBAL",1) !Global("ImoenRomanceActive","GLOBAL",2)~ THEN EXTERN c-arantobbanterfinish IF ~InParty("Imoen2") OR(2) Global("ImoenRomanceActive","GLOBAL",1) Global("ImoenRomanceActive","GLOBAL",2)~ THEN EXTERN c-arantobimoenromance */ CODE CHAIN C-ARN25B c-arantobimoenromance ~[ARAN] Not to put too fine a point on it, but... well, I don't quite get what th' two o' them have as a relationship. On th' one hand, Imoen be like a sister to <PRO_HIMHER>. On th' other, I done seen how <CHARNAME> looks at Imoen, an' there be little o' sisterlyness, eh? It be hard to hide that they be right close together more'n most folks what be married. Did they always be this way?~ == BJAHEI25 ~[JAHEIRA] That is their story to tell, Aran. If Imoen does not wish to tell you, and <CHARNAME> says nothing, then I certainly cannot.~ EXTERN C-ARN25B c-arantobbanterfinish Viconia CODE /* Add to baseline: !InParty("Viconia") // to the transition leading to EXTERN BJAHEI25 c-arantobgibberling IF ~InParty("Viconia")~ EXTERN C-ARN25B c-arantobviconia */ CODE APPEND C-ARN25B /* ToB Banters: Aran > Jaheira Back in The Day : Viconia */ IF ~~ c-arantobviconia SAY ~[ARAN] I think Viconia met up wi' you way back, but I'm not blighted likely to get no stories from her. Not that I'd believe them anyways, or listen, or even ask that spiderspawn bitch naught.~ IF ~~ THEN EXTERN BJAHEI25 c-arantobgibberling END END CODE /* add to BJAHEI25 c-arantobgibberling : IF ~InParty("Viconia") !Global("ViconiaRomanceActive","GLOBAL",1) !Global("ViconiaRomanceActive","GLOBAL",2)~ THEN EXTERN c-arantobbanterfinish IF ~InParty("Viconia") OR(2) Global("ViconiaRomanceActive","GLOBAL",1) Global("ViconiaRomanceActive","GLOBAL",2)~ THEN EXTERN c-arantobviconiaromance */ CODE CHAIN C-ARN25B c-arantobviconiaromance ~[ARAN] When did <CHARNAME> get all bent up over th' Shar-kissed drowess, anyways? I mean, were it just animal attraction at first, an' then some kind o' power struggle, or did she set right out to seduce <PRO_HIMHER> right away?~ == BJAHEI25 ~[JAHEIRA] That is their story to tell, Aran. Given your obvious hatred of Viconia, I would be discreet, and leave them alone.~ EXTERN C-ARN25B c-arantobbanterfinish Edwin CODE /* Add to baseline: IF ~!InParty("Edwin") // to the transition leading to EXTERN BJAHEI25 c-arantobgibberling IF ~InParty("Edwin")~ EXTERN C-ARN25B c-arantobedwin */ CODE APPEND C-ARN25B /* ToB Banters: Aran > Jaheira Back in The Day : Edwin */ IF ~~ c-arantobedwin SAY ~[ARAN] I done heard rumors what put Edwin an' <CHARNAME> together far back on th' Sword Coast. I don't rightly believe anythin' he claims fully, on account o' that overweanin' ego o' his, but I think he claims all th' glories o' old were his doin'.~ IF ~~ THEN EXTERN BJAHEI25 c-arantobgibberling END END CODE /* add to BJAHEI25 c-arantobgibberling : IF ~InParty("Edwin") !Global("EdwinRomanceActive","GLOBAL",2)~ THEN EXTERN c-arantobbanterfinish IF ~InParty("Edwin") Global("EdwinRomanceActive","GLOBAL",2)~ THEN EXTERN c-arantobedwinromance */ CODE CHAIN C-ARN25B c-arantobedwinromance ~[ARAN] Th' two o' them, Odesseiron an' <CHARNAME>... were they like to spark right from th' beginnin', or did they decide to become insufferable together later on?~ == BJAHEI25 ~[JAHEIRA] That is their story to tell, Aran. I do not doubt that Edwin will gladly boast of their relationship.~ EXTERN C-ARN25B c-arantobbanterfinish Gavin CODE /* Add to baseline: !InParty("B!Gavin2") // to the transition leading to EXTERN BJAHEI25 c-arantobgibberling IF ~InParty("B!Gavin2")~ EXTERN C-ARN25B c-arantobgavin */ CODE APPEND C-ARN25B /* ToB Banters: Aran > Jaheira Back in The Day : Gavin */ IF ~~ c-arantobgavin SAY ~[ARAN] Gavin be a right good lad, but I can't get much in th' way o' glory stories out o' him. I think he done met up wi' you early on, eh? That must o' been somethin', wanderin' into dangerous territory wi' a healer what might trip over his own two feet if th' wind blows th' wrong way. ~ IF ~~ THEN EXTERN BJAHEI25 c-arantobgibberling END END CODE /* add to BJAHEI25 c-arantobgibberling : IF ~InParty("B!Gavin2") !Global("B!GavRA","GLOBAL",2)~ THEN EXTERN c-arantobbanterfinish IF ~InParty("B!Gavin2") Global("B!GavRA","GLOBAL",2)~ THEN EXTERN c-arantobgavinromance */ CODE CHAIN C-ARN25B c-arantobgavinromance ~[ARAN] An' when did Gavin start gettin' so close to <CHARNAME>? Were it gradual, or instant-like? Love at first sight back by th' Temple he says he worked with back near Beregost, or did he have to batter at th' gates, so to speak?~ == BJAHEI25 ~[JAHEIRA] That is their story to tell, Aran. If Gavin does not wish to tell you, and <CHARNAME> says nothing, then I certainly cannot.~ EXTERN C-ARN25B c-arantobbanterfinish Xan CODE /* Add to baseline: !InParty("O#Xan") // to the transition leading to EXTERN BJAHEI25 c-arantobgibberling IF ~InParty("O#Xan")~ EXTERN C-ARN25B c-arantobxan */ CODE APPEND C-ARN25B /* ToB Banters: Aran > Jaheira Back in The Day : Xan */ IF ~~ c-arantobxan SAY ~[ARAN] You have to help a lad out, here. Xan jut looks at me wi' that morose expression o' his an' shakes his head. A Moonblade weilder, a Harper, an' <CHARNAME>. Hells, that must o' spawned quite a few stoories an' glories.~ IF ~~ THEN EXTERN BJAHEI25 c-arantobgibberling END END CODE /* add to BJAHEI25 c-arantobgibberling : IF ~InParty("O#Xan") !Global("O#XanRomanceActive","GLOBAL",2)~ THEN EXTERN c-arantobbanterfinish IF ~InParty("O#Xan") Global("O#XanRomanceActive","GLOBAL",2)~ THEN EXTERN c-arantobxanromance */ CODE CHAIN C-ARN25B c-arantobxanromance ~[ARAN] I don't rightly see what <PRO_HESHE> seen in him, y'know. All that doom an' gloom an' angst. But they spark an' confer like they was attached at th' soul, or somethin'. When did <PRO_HESHE> fall for Xan, anyways?~ == BJAHEI25 ~[JAHEIRA] That is their story to tell, Aran. If Xan does not wish to tell you, and <CHARNAME> says nothing, then I certainly cannot.~ EXTERN C-ARN25B c-arantobbanterfinish Kivan CODE /* Add to baseline: !InParty("P#KIVAN") // to the transition leading to EXTERN BJAHEI25 c-arantobgibberling IF ~InParty("P#KIVAN")~ EXTERN C-ARN25B c-arantobkivan */ CODE APPEND C-ARN25B /* ToB Banters: Aran > Jaheira Back in The Day : Kivan */ IF ~~ c-arantobkivan SAY ~[ARAN] Kivan don't say much about those days. He just looks at those hands o' his, flexes them a mite bit, an' gets a far-off look in his eyes. A powerful one like that on your side, you all must o' made quite th' play for glory.~ IF ~~ THEN EXTERN BJAHEI25 c-arantobgibberling END END CODE /* add to BJAHEI25 c-arantobgibberling : IF ~InParty("P#KIVAN") !Global("P#KivanRomanceActive","GLOBAL",2)~ THEN EXTERN c-arantobbanterfinish IF ~InParty("P#KIVAN") Global("P#KivanRomanceActive","GLOBAL",2)~ THEN EXTERN c-arantobkivanromance */ CODE CHAIN C-ARN25B c-arantobkivanromance ~[ARAN] Did <PRO_HESHE> fall for th' ohtar right away, or were it more gradual? It seems all a mite bit complicated, it do. Kwentra i'narn, mellonamin.~ == BJAHEI25 ~[JAHEIRA] That is their story to tell, Aran. If Kivan does not wish to tell you, and <CHARNAME> says nothing, then I certainly cannot. And 'ohtar' translates as 'warrior'. Kivan is far more than that.~ EXTERN C-ARN25B c-arantobbanterfinish And there we have it. We'll tuck the integrated product at the end of all this. Secondary Level - Non-Romances; Jaheira with Branwen, Coran, Eldoth, Minsc, Quayle, Shar-Teel, Skie, Tiax, or Yeslick OK, now we have a different challenge to solve. Do we really want this first banter to drag on and on, referencing anyone who might be present, or are we going to be happier with short, targeted choices? There is an additional challenge to that - only one of those romanceables is going to play, and if there is one of them available we want the banter to reference them, not someone who is not seen as quite as important. So let's opt-in the romanceables with the banter above, and then if none of them is InParty, the "just friends" NPCs can get a crack at being included. CODE /* ToB Banters: Aran > Jaheira */ CHAIN IF ~CombatCounter(0) !Detect([ENEMY]) Global("c-arntob18b","GLOBAL",0) InParty("Jaheira") InMyArea("Jaheira") !StateCheck("Jaheira",CD_STATE_NOTVALID) InParty("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) OR(13) InParty("WLBRAN") InParty("DL#BWN") InParty("Coran") InParty("O#Coran") InParty("M#Eldoth") InParty("Minsc") InParty("QUAYLE") InParty("Sharteel") !InParty("shartel") !InParty("Skiedv") InParty("O#Tiax") InParty("TLXan") InParty("Yesli")~ THEN C-ARN25B c-arantob18bmob ~[ARAN] You look a mite pensive, Jaheira. What be draggin' you back down th' distant foggy paths o' memory?~ DO ~SetGlobal("c-arntob18b","GLOBAL",1)~ == BJAHEI25 ~[JAHEIRA] I am simply remembering how this all started. How young <CHARNAME> seemed, those few short years ago.~ == C-ARN25B IF ~InParty("WLBRAN")~ THEN ~[ARAN] Branwen was mutterin' somethin' similar just a bit ago. Judgin' by th' amount o' "Tempus this" an' "Tempus that", she weren't so sure things have gotten better.~ == C-ARN25B IF ~InParty("DL#BWN")~ THEN ~[ARAN] Branwen was mutterin' somethin' similar just a bit ago. Judgin' by th' amount o' "Tempus this" an' "Tempus that", she weren't so sure things have gotten better.~ == C-ARN25B IF ~InParty("Coran")~ THEN ~[ARAN] You Tel'Quessir must be connected somehow. Coran were sayin' somethin' yesterday about th' wondrous Cloakwood, an' how th' more things change th' more things change. Didn't rightly make no sense to me.~ == C-ARN25B IF ~InParty("O#Coran")~ THEN ~[ARAN] You Tel'Quessir must be connected somehow. Coran were sayin' somethin' yesterday about th' wondrous Cloakwood, an' how th' more things change th' more things change. Didn't rightly make no sense to me.~ == C-ARN25B IF ~InParty("M#Eldoth")~ THEN ~[ARAN] I don't rightly trust that Eldoth fellow to tell th' tales. For a bard, he be a mite bit on th' silent side. But I suppose he might have seen a fair bit.~ == C-ARN25B IF ~InParty("Minsc")~ THEN ~[ARAN] My bet be Minsc has not changed much.~ == C-ARN25B IF ~InParty("QUAYLE")~ THEN ~[ARAN] I'd ask Quayle about th' old days, but somehow I suspect I'd be listenin' to a blighted hells o' a long story. I just want some o' th' juicy bits.~ == C-ARN25B IF ~InParty("Sharteel")~ THEN ~[ARAN] Shar-Teel were around back then, I think, but she don't seem to like me much. Comes wi' havin' to wear a codpiece, I guess.~ == C-ARN25B IF ~InParty("shartel")~ THEN ~[ARAN] Shar-Teel were around back then, I think, but she don't seem to like me much. Comes wi' havin' to wear a codpiece, I guess.~ == C-ARN25B IF ~InParty("Skiedv") !InParty("M#Eldoth")~ THEN ~[ARAN] I'd ask Skie, on account o' she loves a good piece o' gossip, but then I'd have to get through all th' chatter about silks, an' that bastard Elfred, or Eddoth, or whatever th' bard what she moans about were named.~ == C-ARN25B IF ~InParty("Skiedv") InParty("M#Eldoth")~ THEN ~[ARAN] I'd ask Skie, on account o' she loves a good piece o' gossip, but then I'd have to get through all th' chatter about silks, an' that bastard Eldoth treated her right bad, but she just loves him anyways. Or hates him. Guess it depends on th' day.~ == C-ARN25B IF ~InParty("O#Tiax")~ THEN ~[ARAN] Somehow I think th' conversation wi' Tiax would be about how he solved th' whole Iron Throne crisis in spite o' havin' all o' you along, eh?~ == C-ARN25B IF ~InParty("Yesli")~ THEN ~[ARAN] Yeslick has one hells o' a hollow leg, but no matter how much he drinks he don't spill naught in th' way o' good stories.~ == C-ARN25B ~[ARAN] An' you, you be th' worst o' all. You never do tell all th' ins an' outs. My boon companions, startin' out early enough to know <PRO_HIMHER> when a few kobolds were a right difficult challenge, an' you hold back on th' tales o' glory.~ EXTERN BJAHEI25 c-arantobgibberling With this last one, we still have a possible recognition of Jaheira's romance with PC placed at the end of c-arantobgibberling. And there we have it, except for a few final things: integration and uadjustment in the first banter, and a test install to see where tildes are missing, code is misspelled, and most of all if all the CHAIN transitions are in need of readjusting/reordering/cleanup.
  8. in F:\TEST1\aranw\baf\c-arn25d.baf CODE /* NightTalk: Stars, Constancy Thereof */ IF Global("c-tobnightone","GLOBAL",0) OR(2) Global("c-arangoaded","GLOBAL",0) Global("c-arangoaded","GLOBAL",6) !Global("c-arannightvisit","GLOBAL",1) TimeofDay(NIGHT) AreaType(OUTDOOR) InParty(Myself) !StateCheck(Player1,CD_STATE_NOTVALID) !StateCheck(Myself,CD_STATE_NOTVALID) THEN RESPONSE #100 SetGlobal("c-tobnightone","GLOBAL",1) StartDialogueNoSet(Player1) END in F:\TEST1\aranw\dialog\c-arantobdialog.d CODE /* NightTalk: Stars, Constancy Thereof */ IF ~Global("c-tobnightone","GLOBAL",1)~ THEN BEGIN a4249 SAY ~[ARAN] Now that be a sight. Those stars seem to cover th' whole sky, or what we can see o' it.~ ++ ~[PC] I prefer to keep my eyes focused nearer to reality. The only good use for starlight is exposing your enemies when they are stupid enough to move across open terrain without cover.~ + a4250 ++ ~[PC] They do have a way of reminding us that some things never change. All we do, all we attain, all we suffer.... they just keep shining, completely untouched.~ + a4251 ++ ~[PC] They are very cold. Almost eyes, watching us, judging us, evaluating us.~ + a4251 ++ ~[PC] I think they are like small campfires, a host of ones like ours, warm in the night.~ + a4251 + ~Gender(Player1,MALE)~ + ~[PC] I think they seem like they are mocking me. Kind of like women, all shiny and sparkley, yet cold and distant.~ + a4251 + ~GlobalGT("c-aranrom","GLOBAL",0) GlobalLT("c-aranrom","GLOBAL",3) Gender(Player1,FEMALE) !HasItemEquiped("belt05",Player1)~ + ~[PC] They seem... romantic, somehow. Always there, no matter what.~ + a4251 + ~RandomNum(5,5)~ + ~[PC] They certainly have one thing going for them. They don't stand around gawking, wasting time, and blathering.~ + a3188 /* c-aranshutup55 */ + ~RandomNum(5,4)~ + ~[PC] They certainly have one thing going for them. They don't stand around gawking, wasting time, and blathering.~ + a3189 /* c-aranshutup56 */ + ~RandomNum(5,3)~ + ~[PC] They certainly have one thing going for them. They don't stand around gawking, wasting time, and blathering.~ + a3190 /* c-aranshutup57 */ + ~RandomNum(5,2)~ + ~[PC] They certainly have one thing going for them. They don't stand around gawking, wasting time, and blathering.~ + a3191 /* c-aranshutup58 */ + ~RandomNum(5,1)~ + ~[PC] They certainly have one thing going for them. They don't stand around gawking, wasting time, and blathering.~ + a3192 /* c-aranshutup59 */ END IF ~~ a4250 SAY ~[ARAN] Aye. Spoken like a true warrior. Although all killin' an' no imagination probably leaves things a mite bit dull, don't you think?~ ++ ~[PC] I don't know. There are so many fascinating and different ways to kill. Why, just think of all the possibilities acid has for creative application.~ + a4252 ++ ~[PC] True enough. I suppose a little time to see the sights is not a bad way to relax.~ + a4251 + ~OR(3) Global("c-aranrom","GLOBAL",0) Global("c-aranrom","GLOBAL",3) HasItemEquiped("belt05",Player1)~ + ~[PC] I have plenty of other thoughts to occupy my mind right now. Some of them are rather unpleasant, but so far we have come out on top. I will sleep as well as can be expected.~ + a4254 + ~GlobalGT("c-aranrom","GLOBAL",0) GlobalLT("c-aranrom","GLOBAL",3) Gender(Player1,FEMALE) !HasItemEquiped("belt05",Player1)~ + ~[PC] I have plenty of other thoughts to occupy my mind right now. Some of them are rather unpleasant, but so far we have come out on top. I will sleep as well as can be expected.~ + a4253 + ~GlobalGT("c-aranrom","GLOBAL",0) GlobalLT("c-aranrom","GLOBAL",3) Gender(Player1,FEMALE) !HasItemEquiped("belt05",Player1)~ + ~[PC] You might be right. Sometimes it is nice just to sit and think.~ + a4253 + ~RandomNum(5,5)~ + ~[PC] Given the choice between watching the stars, listening to you, and committing ritual suicide, I am pretty sure ritual suicide comes out a winner.~ + a3188 /* c-aranshutup55 */ + ~RandomNum(5,4)~ + ~[PC] Given the choice between watching the stars, listening to you, and committing ritual suicide, I am pretty sure ritual suicide comes out a winner.~ + a3189 /* c-aranshutup56 */ + ~RandomNum(5,3)~ + ~[PC] Given the choice between watching the stars, listening to you, and committing ritual suicide, I am pretty sure ritual suicide comes out a winner.~ + a3190 /* c-aranshutup57 */ + ~RandomNum(5,2)~ + ~[PC] Given the choice between watching the stars, listening to you, and committing ritual suicide, I am pretty sure ritual suicide comes out a winner.~ + a3191 /* c-aranshutup58 */ + ~RandomNum(5,1)~ + ~[PC] Given the choice between watching the stars, listening to you, and committing ritual suicide, I am pretty sure ritual suicide comes out a winner.~ + a3192 /* c-aranshutup59 */ END IF ~~ a4251 SAY ~[ARAN] They sure be beautiful. So powerful, shinin' down like that. An' so far out o' reach.~ IF ~OR(4) Global("c-aranrom","GLOBAL",0) Global("c-aranrom","GLOBAL",3) HasItemEquiped("belt05",Player1) Gender(Player1,MALE)~ THEN GOTO a4254 IF ~GlobalGT("c-aranrom","GLOBAL",0) GlobalLT("c-aranrom","GLOBAL",3) Gender(Player1,FEMALE) !HasItemEquiped("belt05",Player1)~ THEN GOTO a4253 END IF ~~ a4253 SAY ~[ARAN] You know, you look right fine lit by stars an' th' moon. I can guess why there be so many worshipers o' Selune.~ ++ ~[PC] I think I want to kiss you.~ + a3915 /* FEMALE_MOON_LEADS */ ++ ~[PC] (Impulsively clasp both hands around one of his, pulling it towards you.)~ + a3916 /* ARAN_MOON_LEADS */ ++ ~[PC] I... I am tired. Have a good night, Aran.~ + a4254 ++ ~[PC] I am not Selune. But you could worship me if you like.~ + a3918 /* ARAN_MOON_MIND */ ++ ~[PC] Hey, easy on the compliments. Friends, remember? You are starting to sound all romantic and weepy.~ + a3919 /* MOON_JUST_FRIENDS */ ++ ~[PC] Talking with you here is a nice rest from all of the day's cares. But then again, lots of things besides talking can happen beneath those little twinkling lights.~ + a3918 /* ARAN_MOON_MIND */ ++ ~[PC] You are so... stupid. And pushy. Go away and leave me in peace.~ + a3866 /* FIGHT_EXIT */ END IF ~~ a4252 SAY ~[ARAN] Talos' an' Teos' Twisted Temper... Thanks a bunch, eh? Now I'll be havin' nightmares all night.~ IF ~~ THEN GOTO a4254 END IF ~~ a4253 SAY ~[ARAN] You know, you look right fine lit by stars an' th' moon. I can guess why there be so many worshipers o' Selune.~ ++ ~[PC] I think I want to kiss you.~ + a3915 /* FEMALE_MOON_LEADS */ ++ ~[PC] (Impulsively clasp both hands around one of his, pulling it towards you.)~ + a3916 /* ARAN_MOON_LEADS */ ++ ~[PC] I... I am tired. Have a good night, Aran.~ + a4254 ++ ~[PC] I am not Selune. But you could worship me if you like.~ + a3918 /* ARAN_MOON_MIND */ ++ ~[PC] Hey, easy on the compliments. Friends, remember? You are starting to sound all romantic and weepy.~ + a3919 /* MOON_JUST_FRIENDS */ ++ ~[PC] Talking with you here is a nice rest from all of the day's cares. But then again, lots of things besides talking can happen beneath those little twinkling lights.~ + a3918 /* ARAN_MOON_MIND */ ++ ~[PC] You are so... stupid. And pushy. Go away and leave me in peace.~ + a3866 /* FIGHT_EXIT */ END IF ~~ a4254 SAY ~[ARAN] Well, I'm off. Got th' first watch anyhow. Have a dream or two for me.~ IF ~~ THEN EXIT END Anything in /* */ with existing numbers ties back into the negotiation between Aran and PC for doing stuff found in adult content.
  9. Useful Variables to Troubleshoot Not all of them, just a select few that are good places to start if something goes hinkey. General Interaction Variables To Watch Way too many and too specialized, but here are some that are possible hiccups (show up in more than a few places). "c-aranfriendbg2","GLOBAL" tracks Friend Talks outside of UnderDark "c-aranfriendud","GLOBAL" tracks Friend Talks inside Underdark "c-aranfriendtob","GLOBAL" tracks Friend Talks in ToB These two are set up for the many small "scenery" one-liners or short dialogs. !GlobalTimerNotExpired("c-aransmalltalk","GLOBAL") // Timer (game-time) has never been set or has expired Global("c-silencearan","GLOBAL",0) // a PID - set "silencer" for folks who hate unsolicited comments "c-arandrunk","GLOBAL" // in a vanilla inn or The Broken Sword, intoxication greater than 50. 3 talks. Blocking timers so that they can't go off too soon, so spread them out. Mature Content Variables "c-aranpcbedding","LOCALS" cycles from 0 through 7, advancing through 8 static sex scenes. It seems pretty hard to break. Heh. I had to tempt fate, didn't I. A small subset of replies where the PC gives up control and basically says "do what you want with me however you want to" cycles through these - there is no interactivity, only text painting. "c-arankisses","LOCALS" is designed to get a semi-random sequence to work out so that each time PC initiates a PID romantic encounter the approach is slightly different and the potential outcomes are more randomized. This one is the most likely to break down due to multiple IncrementGlobal() calls - chances are, I have pathways with multiple incrementation. "c-aranintimate","GLOBAL" is the incrementing tracking var set by activity ( updates "c-aransex" ). This means whenever a meaningful(/less) physical action occurs through dialog, it should list it out. This is set up so that if a player starts down a path but finds it is too heavy, the SetGlobal() will relect the final action. It also means that in randomized sequences, the activity is registered without resetting "reality" - otherwise, one talk could be wild sex, the next just kissing, and the game would think that PC and Aran just kissed. It should only be found in DO ~action~ "c-aransex","GLOBAL" is the regulating var to tell talks what physical status the relationship has taken. It matches the values 0-4 found in c-aranintimate: c-aransex = 0 : no intimacy c-aransex = 1 : kissing c-aransex = 2 : touching + kissing c-aransex = 3 : heavy innuendo touching ("petting") c-aransex = 4 : full physical intimacy It should never be found in DO ~action~, only in triggers, and is set via .bcs incrementation based on c-aranintimate. Like in real life, you can't take back an action, so short of console use or the specific troubleshooting "what do you think about our relationship" dialogs you can't take back that action... it does not de-increment. Flirting Variables to Watch "c-aranflirtstop","GLOBAL" should be toggled to halt unwanted flirts or re-enable them if the player changes their mind. "c-aranfight","GLOBAL" is toggled by Aran on sequences where he takes offense at something (chance is usually 20% if the encounter is messing with him badly). "c-aranearlyflirt","LOCALS" Flirt SubMenu: Lightweight, Early Flirts for Impatient Players found in PID. Using this 12 times moves you immediately forward, jump-starting regular lightweight flirts, where instead of being friendly he is a little more hands-on. Basically, if a female is showing herself very interested, what red-blooded dude would wait patiently to develop things more? If PC waits rather than throws herself in his direction, then after 3 Friend Talks, "c-aranpcflirtstart","GLOBAL" sets up flirting, as long as PC has not shut down any romance (and isn't showing either Gender=Male or Gender=Female while wearing belt05). After 24 flirts on this level by either PC- or NPC-initiation, this cycles to 2 and opens up the heavy flirts. GlobalGT("c-aranflirt","GLOBAL",40) If you pass the 40 flirt mark total, whether early, lightweight, or heavy, Aran will come calling and automatically advance to "c-aranrom","GLOBAL",2. Whether or not you sleep with him, delay him, etc., you have shown serious interest. Luckily, he isn't afraid of a little running around behind other folk's back, at least at first... Romance variables To Watch "c-aranrom","GLOBAL",1 = PC is female and has not told him via PID that she doesn't want romance or flirting. PID-initiated flirting with him should turn this back on. "c-aranrom","GLOBAL",2 = PC is female and has indicated interest, currently set by one of these: PID (after some conditions are met) - Simply tell him you are interested in having a relationship that is more than friendly. Lots of flirting with him via PID or NPC-initiated. Controllable by not flirting with him and telling him you don't want to have him come up to you and flirt. A rejoining option that indicates you want to be more than friends. Several branches in SoA LT 7, SoA LT8 NPC Management: relationship check chains in most dialog files, there for testing - perhaps to be left in place. ToB Summons from Fate Spirit, and all joining-rejoining dialogs in ToB (hard to tell ToB interactions with other NPCs as less attention is paid there for most NPCs). "c-aranrom","GLOBAL",3 = PC is not in a relationship with Aran. This is set by PID, and a very very few places in dialog. "c-aranbg2rom","GLOBAL" tracks LoveTalk progress in SoA "c-arantobrom","GLOBAL" tracks LoveTalk progress in ToB (when there are some; right now, there are none.
  10. Bogstandard BioWare™ copying for the setup, but then we go slightly off the usual track for the cutscene and talk. For your own research, check LOVEDONE .d's, and HGWRA01's jumping around between all the possibles. CODE /* Master Wraith Talk. */ /* At top of c-arantobdialog.d, */ BEGIN C-ARWRTH Reminder to self - beg/bribe Peachplums for another picture... spectral fighter. CODE /* In .tp2, creature C-ARWRTH */ COPY ~aranw/portraits/peachplums_deadman.bmp~ ~override/c-aw01p3.bmp~ // Dead Mercenary portrait (Peachplums) COPY_EXISTING ~kpchap01.cre~ ~override/c-aw01p3.cre~ SAY NAME1 ~Stedd~ SAY NAME2 ~Stedd~ LAUNCH_PATCH_MACRO ~support_cre_cleanup~ */ in c-arantobdialog.d, CODE /* break in and set up the talk if in a romance */ EXTEND_BOTTOM HGWRA01 18 IF ~Global("c-aranrom","GLOBAL",2) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN DO ~SetGlobal("c-aranlovedone","GLOBAL",6)~ EXTERN HGWRA01 c_wraith_trashtalk END /* Create the EXTERN, as we want only one of these to play */ CHAIN HGWRA01 c_wraith_trashtalk ~What of the inevitable pain you must cause to the one you love? This man, the one whom you call "Aran".~ == C-ARN25J ~[ARAN] What in Cyric's Blighted Breath do this windbag be talkin' about? You be in control o' th' bloodurges...~ EXTERN HGWRA01 24 /* draw off the romance-triggered sob stories to a new one */ EXTEND_BOTTOM HGWRA01 24 IF ~Global("c-aranrom","GLOBAL",2)~ DO ~ClearAllActions() StartCutSceneMode() StartCutScene("C-ACT218")~ EXIT END /* start the waterworks */ CHAIN IF ~NumTimesTalkedTo(0)~ THEN C-ARWRTH c_start_wraith_talk ~[C-ARWRTH] Aran? Whitehand, light a torch or somethin'. It is as dark as hells here...~ [C-ARW001] == C-ARN25J ~[ARAN] What in th' nine hells... you be dead an' buried. Someone get me some holy water right quick, eh? You were no good when you was alive, an' I don't rightly want to see you now you be dead.~ [ARAN_SOUND_HERE] == C-ARWRTH ~[C-ARWRTH] You have come up in th' world. Who is th' wench?~ [C-ARW002] == C-ARN25J ~[ARAN] Keep a guard on your tongue, bastard.~ [ARAN_SOUND_HERE] == C-ARWRTH ~[C-ARWRTH] Oho, a new lover? Stedd sees all now, Whitehand. You sorry weakling, you actually think you can keep her? Does she know?~ [C-ARW003] == C-ARN25J ~[ARAN] Shut your filthy mouth.~ [ARAN_SOUND_HERE] == C-ARWRTH ~[C-ARWRTH] Hah! She doesn't know! You remember, don't you? Th' smell of flesh burnin', th' screams of th' children...~ [C-ARW004] == C-ARN25J ~[ARAN] I did what you ordered. Bane Blight your soul, I didn't know.~ [ARAN_SOUND_HERE] == C-ARWRTH ~[C-ARWRTH] You lie, you piece of dung. You acted so high an' mighty, and then you go blindly followin' without a care or thought in th' world. Th' blood's on your hands, and those screams will haunt you past death's door. Think you will keep her precious lips close to you now, mercenary?~ [C-ARW005] == C-ARN25J ~[ARAN] Gods...~ [ARAN_SOUND_HERE] == C-ARWRTH ~[C-ARWRTH] Murderers all, we happy few. And you with th' weak stomach cryin' like a baby, battin' at the flames while your comrades died. Twice murderous, bastard. Charred flesh was not about to rise, an' we died because you had no stomach for th' collateral damage. Are you cryin' now?~ [C-ARW006] END ++ ~[PC] Don't say those things to Aran! He did what he had to!~ EXTERN HGWRA01 25 ++ ~[PC] I... I knew you had done some difficult things in your past, but you never told me about this, Aran.~ EXTERN C-ARN25J c_wraith_below_belt ++ ~[PC] Stop tormenting Aran, spirit! ~ EXTERN HGWRA01 25 ++ ~[PC] Gorion, stop this! I won't let this go any further!~ EXTERN HGWRA01 25 + ~CheckStatGT(Player1,16,WIS)~ + ~[PC] Aran, this isn't real. Don't listen to it!~ EXTERN C-ARN25J c_wraith_below_belt APPEND C-ARN25J IF ~~ c_wraith_below_belt SAY ~[ARAN] By Ilmater's Tears, that don't help th' feelin's this bastard be slappin' me with. For th' sake o' mercy, can we shut him th' blighted hells up?~ IF ~~ THEN EXTERN HGWRA01 25 END END in c-arn25.baf [code] /* Master Wraith Post-Traumatic Stress Disorder Amelioration Talk */ IF Global("c-aranpostwraith","GLOBAL",0) GlobalGT("WraithPunish","GLOBAL",0) Global("c-aranlovedone","GLOBAL",6) InParty(Myself) InMyArea(Player1) !StateCheck(Player1,CD_STATE_NOTVALID) !StateCheck(Myself,CD_STATE_NOTVALID) CombatCounter(0) !See([ENEMY]) THEN RESPONSE #100 SetGlobal("c-aranpostwraith","GLOBAL",1) END IF Global("c-aranpostwraith","GLOBAL",1) InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) InMyArea(Player1) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 PlaySong(0) PlaySound("C-ARANS") StartDialogueNoSet(Player1) END in c-arantobdialog.d, in APPEND to C-ARN25J, CODE /* ToB Plot Talk : Post Wraith Talk™ */ IF ~Global("c-aranpostwraith","GLOBAL",1)~ c_post_wraith_talk_starts SAY ~[ARAN] Gods.~ ++ ~[PC] They had a little to do with it, I think. But not much. We survived through our own strength.~ DO ~SetGlobal("c-aranpostwraith","GLOBAL",2)~ + c_survived_it ++ ~[PC] Was... was what that ...thing... said. Was it true?~ DO ~SetGlobal("c-aranpostwraith","GLOBAL",2)~ + c_was_it_true ++ ~[PC] Are you crying?~ DO ~SetGlobal("c-aranpostwraith","GLOBAL",2)~ + c_arms_wrap ++ ~[PC] (Throw yourself into his arms and press your face against his chest.)~ DO ~SetGlobal("c-aranpostwraith","GLOBAL",2)~ + c_arms_wrap ++ ~[PC] I don't know what to say.~ + c_survived_it ++ ~[PC] So, a little history lesson for both of us?~ DO ~SetGlobal("c-aranpostwraith","GLOBAL",2)~ + c_survived_it END IF ~~ c_arms_wrap SAY ~[ARAN] (His arms crush you close, his face hidden from your sight.)~ IF ~~ THEN GOTO c_survived_it END IF ~~ c_survived_it SAY ~[ARAN] That thing... it might have been only a powerful spirit, a reflection. But... It spoke o' things we have not talked about.~ ++ ~[PC] It spoke twisted lies to hurt and confuse us, and to separate us.~ + c_tell_the_truth ++ ~[PC] I don't want to hear any more. The past is the past. For both of us, the past is the past.~ + c_tell_the_truth + ~Alignment(Player1,MASK_EVIL)~ + ~[PC] If it spoke only a little truth, then you have more strength in you than I thought.~ + c_evil_strength + ~Alignment(Player1,MASK_GOOD)~ + ~[PC] If it spoke only a little truth, then you have more strength in you than I thought.~ + c_good_strength + ~!Alignment(Player1,MASK_GOOD) !!Alignment(Player1,MASK_GOOD)~ + ~[PC] If it spoke only a little truth, then you have more strength in you than I thought.~ + c_neutral_strength ++ ~[PC] Aran, look at me... Look into my eyes. I love you.~ + c_tell_the_truth ++ ~[PC] You heard a twisted view of my life. I heard a twisted view of yours. It is over, and I never want to discuss it ever again. We need to move on, now. Pick up your gear, and help me get things back in order.~ + c_aye_can_do END IF ~~ c_tell_the_truth SAY ~[ARAN] Truth be th' only way to really clear this burden. What that abomination said, it were true, to a point.~ = ~[ARAN] There be times when you know an order be just plain wrong, an' you have to make a choice. I chose to follow.~ = ~[ARAN] Th' details don't rightly matter, but th' result be an ugly truth. Good men can do horrible evil, just by followin' instead o' thinkin'.~ + ~Alignment(Player1,MASK_EVIL)~ + ~[PC] Then you have more strength in you than I thought.~ + c_evil_strength + ~Alignment(Player1,MASK_GOOD)~ + ~[PC] Then you have more strength in you than I thought.~ + c_good_strength + ~!Alignment(Player1,MASK_GOOD) !!Alignment(Player1,MASK_GOOD)~ + ~[PC] Then you have more strength in you than I thought.~ + c_neutral_strength ++ ~[PC] I don't want to hear any more. The past is the past. For both of us, the past is the past.~ + c_tell_the_truth ++ ~[PC] You really burned innocent children alive, and broke down in battle?~ + c_can_you_handle_the_truth END IF ~~ c_can_you_handle_the_truth SAY ~[ARAN] I'd say it different. I'd say I followed th' orders to set th' village afire. I'd say I thought there might be some innocents there, an' mayhap th' enemy was shieldin' themselves. I'd say that when I saw th' sight an' heard th' screams, I ran to see if I could undo what had been done...~ = ~[ARAN] What I had done.~ = ~[ARAN] But when it be th' truth between my soul an' you, yes. I did.~ ++ ~[PC] Get. away. from. me.~ + c_no_longer_welcome + ~Alignment(Player1,MASK_EVIL)~ + ~[PC] Then you have more strength in you than I thought.~ + c_evil_strength + ~Alignment(Player1,MASK_GOOD)~ + ~[PC] Then you have more strength in you than I thought.~ + c_good_strength + ~!Alignment(Player1,MASK_GOOD) !!Alignment(Player1,MASK_GOOD)~ + ~[PC] Then you have more strength in you than I thought.~ + c_neutral_strength ++ ~[PC] You had no choice. An order is an order. You could not have been sure. It was not your place to make that choice.~ + c_we_all_have_choices ++ ~[PC] Why have you not told me this before now?~ + c_how_can_you_tell ++ ~[PC] I could say that everything that has happened to us is my fault. That would not be truth. It would be self-pity.~ + c_self_pity END IF ~~ c_self_pity SAY ~[ARAN] You could say that it be self pity. But there be a difference in my case. You didn't choose your blood or th' things what followed. Me, I could say I had no choices...~ IF ~~ THEN GOTO c_we_all_have_choices END IF ~~ c_evil_strength SAY ~[ARAN] What do you mean?~ ++ ~[PC] You knew I would see this as an opportunity, a weakness in your character that I could exploit. You held it from me, even while showing me how much you care for me. That kind of inner strength, I can respect. Can you understand that?~ + c_aye_can_do ++ ~[PC] You followed orders, even when you felt that they were wrong. You may have regretted doing so, but you followed. I know now that you will do anything for me, even if it goes against your very soul to do so. That is the kind of control I crave. Can you understand that?~ + c_aye_can_do ++ ~[PC] I do not see things the same way you do, Aran. I know you are hurting, and I hurt because you hurt... but in my eyes, you are blameless. War destroys all it touches, which is why we wield it very carefully. Can you understand that?~ + c_aye_can_do ++ ~[PC] You knew even I have limits on what I am willing to do to further my own ends, and you sought to hide something I would never condone so that you could be with me. I don't like that, but I respect that. Can you understand that?~ + c_aye_can_do ++ ~[PC] You risked everything to tell me the truth. If that is not love, then I do not know what love really is. Can you understand that?~ + c_aye_can_do END IF ~~ c_good_strength SAY ~[ARAN] What do you mean?~ ++ ~[PC] You knew I would not be able to handle the burden of your feelings and my own guilt and frustration. You held this burden away from me. That takes strength.~ + c_mayhap_stronger ++ ~[PC] You risked everything to tell me the truth. If that is not love, then I do not know what love really is. Do you understand what I am saying to you?~ + c_aye_can_do ++ ~[PC] I do not see things the same way you do, Aran. I know you are hurting, and I hurt because you hurt... but in my eyes, you are blameless. War destroys all it touches, which is why we wield it very carefully. Can you understand that?~ + c_aye_can_do ++ ~[PC] I try to do the right thing. But my hands are stained with innocent blood too; there can be no mortal way of stopping the consequences of violent action. But the pain you feel, the guilt, shows a strong conscience. I can love a man who takes responsibility for his actions.~ + c_mayhap_stronger ++ ~[PC] You managed to lie to me every day that we have known each other. You know, I do not need your twisting and hiding the truth. You should leave.~ + c_no_longer_welcome END IF ~~ c_neutral_strength SAY ~[ARAN] What do you mean?~ ++ ~[PC] You knew I would not be able to handle the burden of your feelings and my own guilt and frustration. You held this burden away from me. That takes strength.~ + c_mayhap_stronger ++ ~[PC] I do not see things the same way you do, Aran. I know you are hurting, and I hurt because you hurt... but in my eyes, you are blameless. War destroys all it touches, which is why we wield it very carefully. Can you understand that?~ + c_aye_can_do ++ ~[PC] There is no right or wrong in these things, Aran. The same hand that sweeps away a Tyrant kills innocents. Balance, chaos, order... all of those are a part of life on Faerun. We just have to make sense of this for ourselves, and remember we are just passengers on this plane of existence. Do you understand?~ + c_mayhap_stronger ++ ~[PC] Strength of character. You decided when to tell me what you are capable of. I can love a man who shows that kind of restraint.~ + c_mayhap_stronger ++ ~[PC] You managed to lie to me every day that we have known each other. You know, I do not need your twisting and hiding the truth. You should leave.~ + c_no_longer_welcome END IF ~~ c_we_all_have_choices SAY ~[ARAN] That be a lie. We all have choices, every second o' every day. An' when we make th' wrong ones, we with death in our hands an' blood in our hearts... we kill people. We make that choice.~ ++ ~[PC] Would you ever have told me?~ + c_ever_told ++ ~[PC] Then I am making a choice right now. I think you should leave.~ + c_no_longer_welcome ++ ~[PC] Then I make a choice every minute of every day. I chose to love you.~ + c_i_love_you ++ ~[PC] Aran... You and I know you are not the only person in my life. But I keep choosing to be with you. That should tell you that I can handle both the good and the bad in you. I love you.~ + c_i_love_you ++ ~[PC] I have done worse things than you could ever imagine. War claims all in its path as victims. As I see it, you have no more need of self-recrimination than I need apologize for being the child of a dead god. I can live with that. Can you?~ + c_aye_can_do END IF ~~ c_how_can_you_tell SAY ~[ARAN] I have told no one. Never. Until now.~ ++ ~[PC] Would you ever have told me?~ + c_ever_told ++ ~[PC] And you say you love me. You really think I am that weak.~ + c_that_weak ++ ~[PC] Thank you for telling me the truth. I understand... there are things in all of our pasts that we want buried forever. Do you love me?~ + c_of_course_i_do ++ ~[PC] Aran... You and I know you are not the only person in my life. But I keep choosing to be with you. That should tell you that I can handle both the good and the bad in you. I love you.~ + c_i_love_you END IF ~~ c_that_weak SAY ~[ARAN] Now, hold on, I was tryin' to keep th' guilt off of...~ ++ ~[PC] I can handle guilt. I can handle blood. I was born to it. What I can't handle is someone who claims to love me, but will hide things from me. You should leave. Now.~ + c_no_longer_welcome ++ ~[PC] I... I understand. You did not think I was strong enough. I don't think you realize how strong a woman can be for the man she loves.~ + c_mayhap_stronger ++ ~[PC] Don't you love me?~ + c_of_course_i_do ++ ~[PC] I have held things back from you, too. Did you know that I envied Imoen? That I hated Gorion for keeping me away from a life outside the library? That I have killed without remorse, tricked and lied my way through life, and that in spite of it all I can't stop loving a silly do-gooder who can't seem to see exactly how wrong I am for him? Love stinks, doesn't it.~ + c_mayhap_stronger ++ ~[PC] No, you misunderstand me. I am that weak. I... I can see myself, and I hate that woman. I needed to think you were different. Perhaps it is time I grew up, and realized that we all carry burdens. I... I just need your help, sharing the weight between the two of us.~ + c_mayhap_stronger END IF ~~ c_ever_told SAY ~[ARAN] Told you wi' out all this? On th' truth an' respect I have for you... no. I would not.~ ++ ~[PC] Don't you love me?~ + c_of_course_i_do ++ ~[PC] You were wise. I can't have the blood and guilt you bring added to my burdens. You need to find your own path.~ + c_no_longer_welcome ++ ~[PC] I can handle guilt. I can handle blood. I was born to it. What I can't handle is someone who claims to love me, but will hide things from me. You should leave. Now.~ + c_no_longer_welcome ++ ~[PC] I... I understand. You did not think I was strong enough. I don't think you realize how strong a woman can be for the man she loves.~ + c_mayhap_stronger ++ ~[PC] I have held things back from you, too. Did you know that I envied Imoen? That I hated Gorion for keeping me away from a life outside the library? That I have killed without remorse, tricked and lied my way through life, and that in spite of it all I can't stop loving a silly do-gooder who can't seem to see exactly how wrong I am for him? Love stinks, doesn't it.~ + c_mayhap_stronger END IF ~~ c_of_course_i_do SAY ~[ARAN] O' course I do.~ ++ ~[PC] Then trust me. No secrets. I am a Child of Murder. If I can handle that truth, then I can handle your truth.~ + c_mayhap_stronger ++ ~[PC] Then say no more about this. What is past is past, and we have a future to plan. Don't let old blood drown a new life together.~ + c_mayhap_stronger ++ ~[PC] Then... I need you to leave. I have the weight of my own guilt to carry. I can't handle both yours and mine.~ + c_no_longer_welcome ++ ~[PC] Then kiss me, and forget the past. We have to focus on what is ahead of us, not what is behind us.~ + c_mayhap_stronger END IF ~~ c_no_longer_welcome SAY ~[ARAN] I... ~ = ~[ARAN] ... ~ IF ~~ THEN DO ~SetGlobal("c-aranrom","GLOBAL",3) GivePartyAllEquipment() LeaveParty() EscapeAreaDestroy()~ EXIT END IF ~~ c_mayhap_stronger SAY ~[ARAN] Mayhap you be right. I learn somethin' new about you almost every day.~ IF ~~ THEN GOTO c_i_love_you END IF ~~ c_i_love_you SAY ~[ARAN] I don't think I say this right strong enough, or often enough.~ = ~[ARAN] I love you.~ IF ~~ THEN EXIT END IF ~~ c_aye_can_do SAY ~[ARAN] Aye.~ IF ~~ THEN EXIT END As always, commentary welcome!
  11. Discussion started from Aran Whitehand development - Synopsis: AreaCheck() does not cover mod added areas without specific addition AreaType() does not cover mod added areas without specific addition AreaType(CITY) was intended to cover city outdoor areas Looking for a way of getting all areas, vanilla and modded, to be able to be checked for being in a city and an inn, so that the appropriate movie can be triggered and content can be tailored and still make sense Suggestions so far: Worse: Research and create mass "MYAREA" script extensions for all such areas Better: Create and identify new AreaType()s and set them up as community resources [-cmorgan AreaType() checks fail. Keep that in mind. You will need a more robust check than AreaType(CITY) to determine where the party is sleeping and cue the appropriate cutscene. You may need to do an extensive OR() block area check for this. Just saying. I've got the code up elsewhere and can post it here if you need it.
  12. OK, letters sidestory. One of the things that makes characters interesting is *not* knowing everything up front. With Aran, that is accomplished a few ways - primarily by the use of RandomNum() as a way of making things a little different every time you try the same talk, or at least giving a chance to have that happen. The second way is "backstory", filled out via some dialog, some storytelling (if asked) and through the possibility of being a born thief and rummaging through his stuff. For male PCs, the letter thing is very short, with some fun after three letters. No need for tons of stuff, as it is unlikely a guy would do more than peruse some letters, figure out Aran isn't spying on him, and let it go. Unfortunately or fortunately, from a storytelling standpoint, I once had a girlfriend who snooped into everything. Natural curiosity combined with a jealous nature combined with low self-image... let's just say, never date proto-sopranos or proto-ballerinas unless you are fully aware of just how far personal lines can be crossed. Luckily, in a story, we don't have to worry about it - if the Heroine™ doesn't 'accidentally' read a letter, someone sends it to her, or (like Downton Abbey) the rumor mill reaches her. With our PC, we can even allow for some roleplay, where she (or he) can play the search any way s/he wants... "I was just cleaning up your stuff. Didn't mean to see it." "So, who is this Elena chick you are writing to? Should I be jealous?' "Who do you think you are, a dirty version of Volo?" There are a few other implementations dropping into these states, but a2913 summarizes this pretty straightforwardly. Dudes see the general letters, and if a female PC is a persistent little stalker, she can get a view of some of the things Aran is thinking about her "behind the scenes" in the form of letters to his sister. CODE IF ~~ a2913 SAY ~[ARAN] (The normal clutter of tools and gear, neatly rolled and folded clothing in oilskins, and the occasional odd trinket catch your eye, but there is little of interest you have not already seen. The scraps of parchment, though, show signs of use.)~ + ~Global("c-pcletter","LOCALS",0)~ + ~[PC] (You examine his writings.)~ DO ~SetGlobal("c-pcletter","LOCALS",1)~ + c-aranletter1 + ~Global("c-pcletter","LOCALS",1)~ + ~[PC] (You examine his writings.)~ DO ~SetGlobal("c-pcletter","LOCALS",2)~ + c-aranletter2 + ~Global("c-pcletter","LOCALS",2)~ + ~[PC] (You examine his writings.)~ DO ~SetGlobal("c-pcletter","LOCALS",3)~ + c-aranletter3 + ~Gender(Player1,FEMALE) CheckStatGT(Player1,12,INT) Global("c-pcletter","LOCALS",3)~ + ~[PC] (You take advantage of the opportunity to rummage in search of interesting things to read.)~ DO ~SetGlobal("c-pcletter","LOCALS",4)~ + c-aranletter4 + ~Gender(Player1,FEMALE) CheckStatGT(Player1,12,INT) Global("c-pcletter","LOCALS",4)~ + ~[PC] (You take advantage of the opportunity to rummage in search of interesting things to read.)~ DO ~SetGlobal("c-pcletter","LOCALS",5)~ + c-aranletter5 + ~Gender(Player1,FEMALE) CheckStatGT(Player1,12,INT) Global("c-pcletter","LOCALS",5)~ + ~[PC] (You take advantage of the opportunity to rummage in search of interesting things to read.)~ DO ~SetGlobal("c-pcletter","LOCALS",6)~ + c-aranletter6 + ~Gender(Player1,FEMALE) CheckStatGT(Player1,12,INT) Global("c-pcletter","LOCALS",6)~ + ~[PC] (You take advantage of the opportunity to rummage in search of interesting things to read.)~ DO ~SetGlobal("c-pcletter","LOCALS",7)~ + c-aranletter7 + ~Gender(Player1,FEMALE) CheckStatLT(Player1,13,INT) Global("c-pcletter","LOCALS",3)~ + ~[PC] (You take advantage of the opportunity to rummage in search of interesting things to read.)~ DO ~SetGlobal("c-pcletter","LOCALS",4)~ + c-aranletterblocked + ~Gender(Player1,FEMALE) CheckStatLT(Player1,13,INT) Global("c-pcletter","LOCALS",4)~ + ~[PC] (You take advantage of the opportunity to rummage in search of interesting things to read.)~ DO ~SetGlobal("c-pcletter","LOCALS",5)~ + c-aranletterblocked + ~Gender(Player1,FEMALE) CheckStatLT(Player1,13,INT) Global("c-pcletter","LOCALS",5)~ + ~[PC] (You take advantage of the opportunity to rummage in search of interesting things to read.)~ DO ~SetGlobal("c-pcletter","LOCALS",6)~ + c-aranletterblocked + ~Gender(Player1,FEMALE) CheckStatLT(Player1,13,INT) Global("c-pcletter","LOCALS",6)~ + ~[PC] (You take advantage of the opportunity to rummage in search of interesting things to read.)~ DO ~SetGlobal("c-pcletter","LOCALS",7)~ + c-aranletterblocked + ~Gender(Player1,MALE) GlobalGT("c-pcletter","LOCALS",2)~ + ~[PC] (You take advantage of the opportunity to rummage through his pack. There are any number of odd scraps of writing and sketches to shuffle through.)~ + c-aranletterallgone IF ~Gender(Player1,FEMALE) GlobalGT("c-pcletter","LOCALS",6)~ THEN GOTO c-aranletterallgone END IF ~~ c-aranletterallgone SAY ~[ARAN] (The scraps contain notes and ideas for a story of sorts, but not one that would be given a place at a family gathering. They read...)~ IF ~RandomNum(4,5)~ THEN GOTO c-aranstoryscrap1 IF ~RandomNum(4,4)~ THEN GOTO c-aranstoryscrap2 IF ~RandomNum(4,3)~ THEN GOTO c-aranstoryscrap3 IF ~RandomNum(4,2)~ THEN GOTO c-aranstoryscrap4 IF ~RandomNum(4,1)~ THEN GOTO c-aranstoryscrap5 END IF ~~ c-aranstoryscrap1 SAY ~[ARAN] 'Deborah sighed gustily as she looked out across the valley. She could not forget the sight of his chest, bronzed and muscular, glistening with sweat as he worked the forge. She knew it was wrong to have such feelings for a commoner of the Dales, but she could not help herself. The blush of wanton desire spread across her cheeks as she imagined him working her, rather than the forge, his hammer rising and falling to the beat of her pulse and the racing of her heart.'~ IF ~~ THEN EXIT END IF ~~ c-aranstoryscrap2 SAY ~[ARAN] "No, no!" Deborah's broken pleas slipped from her lips, even as they pressed themselves to him. "I can not! I have never..." His strong hands held her poised above him, ready to go where no man had gone before. His desire was palpable. Note: where no man had gone before? Where no man had explored? To drive into the unknown?~ IF ~~ THEN EXIT END IF ~~ c-aranstoryscrap3 SAY ~[ARAN] 'There were no words as Deborah created crafted crufted crinfalled There were no sonunds there were scratch this. Note: look for good descriptors that can translate to Dwarven without taking on the wrong meanings. Pradeep of Westhaven might buy this thing if I can just get the writing open for gnomish and dwarven translation. Second Note: remember that dwarves find beards appealing on both women and men. May have to rewrite. Third note, get a good proofreader before I send anything.'~ IF ~~ THEN EXIT END IF ~~ c-aranstoryscrap4 SAY ~[ARAN] 'She flung herself in front of him, begging to be taken, begging to be his. Buck sat stone-faced, unmoving. "Do you think that a commoner has no feelings? I share everything with you, and you sleep with him. My forge may take on many projects, but only one heart commands it. Who's heart commands your forge, Deborah?'~ IF ~~ THEN EXIT END IF ~~ c-aranstoryscrap4 SAY ~[ARAN] 'Buck's bronzed form glistened in the lamplight, his dark beard covering everything. Deborah could not help herself. Her eyes dropped lower, lower. Her face burned in the darkness, a beacon in the stone cave. "It is glowing", she whispered. "Aye." he answered.'~ IF ~~ THEN EXIT END /* Letter Responses */ IF ~~ c-aranletter1 /* aran letter #1 (everyone, c-alttr8.itm) */ SAY ~[ARAN] (The rough parchment crinkles under your fingertips as you read through the carefully shaped lines of writing...)~ = ~[ARAN] Mae Govannen Mae govannen. An lema? Amin naa lle nai. I'narr en gothrim glinuva nuin I'anor. Ohtar hanwa edan yesta sii'lle vakha. Amin tengwa Naug, i'lambe tel' Eldalie. Dwarven, Elven, and Common Trade Language spoken and written, contracts translated, copywork accepted. Experienced Caravan Guard and Scrivner. Reasonable rates. Inquire at Ten Veils Public House for Whitehand. Have Sword, Will Travel. No Job Too Small. No Dragons. Experienced Caravan Guard, Scrivner, OutRider, Oarsman. Trade Contracts and Copywork Drawn. Reasonable Rates. Inquire at Public House for Whitehand.~ ++ ~[PC] (You carefully slip the letter back where you found it.)~ EXIT ++ ~[PC] (You take the letter.)~ DO ~SetGlobal("c-arlettertake","GLOBAL",1) SetGlobalTimer("c-aranlettertalk","GLOBAL",ONE_DAY)~ EXIT // c-alttr2.itm ++ ~[PC] (You hunt through his writing kit and find his quill, and print 'No Secrets' in Common across the top of his letter. Then you slip the letter back into his pack.)~ DO ~SetGlobal("c-arannosecrets","GLOBAL",1)~ EXIT END IF ~~ c-aranletter2 /* aran letter #2 (everyone, c-alttr2.itm) */ SAY ~[ARAN] (The rough parchment crinkles under your fingertips as you read through the carefully shaped lines of writing...)~ = ~[ARAN] My Dearest Elena, I read your message with great happiness. Congratulations on your being advanced to choice! By the time you read this there will only be a few more months and you will be in your final year of apprenticeship. And Mystra is a good Goddess to serve, I hear. I always thought you would lean towards The Wise One, Oghma, and go with the Estelmer family nobility as benefactors, but you know your own heart. If your calling is to Mystra, then I guess you couldn't do any better than to Eltorchul family. There are some stories about a few of them, but they generally get written about as good people, for nobles and wands. Good but not lockstep; some of them are pretty wild, if trail stories and news broadsides talk about the same family. The Thunderstaffs follow Mystra, but from my end - plenty of warmages from that family, that is for sure! I was pretty sure you wouldn't end up following them, anyways. I am really glad your benefactor was happy, too. I thought it was like a trade apprenticeship, and you would be with The Lady Mage all the way. I guess I didn't understand about the schools, and how you work your way up. I love the emerald, and I will figure out what you mean about saying the inscriptions in private once we are on the trail. I hope this isn't one of your practical jokes, though. That is too fine a gem just to put a joke on. And the colors were beautiful. It lasted a full thirty seconds before dissolving into smoke, and it was a deep, shiny green with gold and silver and sky blue. Plus, it only erased a little bit of the parchament, so I got to read most of the message. That is so much better than the one where you tried the acid-flowers, and it burned through the whole letter. I know you want to have each message destroy itself, though I do not understand why all mages seem to need such secrecy. I do have some news. I have started working with a new group. There is not much to say yet, but it is not a regular mercenary group. <CHARNAME>, the one who leads, is different. I will have more to say later, I am sure. In the meantime, keep up your studies, and I will try to send you some of the spell components you asked about as best I can. Judging by the look of things, I may be able to get some very rare components for you just by keeping my eyes open and wits sharp. Yours Faithfully, Aran~ ++ ~[PC] (You carefully slip the letter back where you found it.)~ EXIT ++ ~[PC] (You take the letter.)~ DO ~SetGlobal("c-arlettertake","GLOBAL",1) SetGlobalTimer("c-aranlettertalk","GLOBAL",ONE_DAY)~ EXIT ++ ~[PC] (You hunt through his writing kit and find his quill, and print 'No Secrets' in Common across the top of his letter. Then you slip the letter back into his pack.)~ DO ~SetGlobal("c-arannosecrets","GLOBAL",1)~ EXIT END IF ~~ c-aranletter3 /* aran letter #3 (everyone, c-alttr3.itm) */ SAY ~[ARAN] (The rough parchment crinkles under your fingertips as you read through the carefully shaped lines of writing...)~ = ~[ARAN] My Dearest Elena, I am writing from the trail, so please excuse the occasional blot or crease staining the writing. There is so much to report, but most of it is not to be trusted to letters. When I next see you, remind me to tell you about <PLAYER1>. Things are working out well enough on so far. Well as well as can be expected given our challenges. I have not had as much combat in so short a timeframe since the pitched battles back near Baldur's Gate. Even in the Axes, there were months with no combat, and now it seems to happen every day. I am glad to hear that your roommate is not making your life easy. I know that sounds unsupportive, and I am sure you don't appreciate it, but from my standpoint it means you are telling me things and not hiding the challenges and problems. You are smart enough to get past this. Just don't do what you did to Kimili when she called you those names. I bet now that you have some real training, it would not be a few curls set on fire... you might accidentally incinerate her head. I did hear from Nathan the other day, and his letter asked after you. I told him you were away in the Dale lands, rather than the truth. I know you think that he is cute, but I know him. He is not a nice person. I may sound overprotective, but he has done some things you just do not want to know about. Well, I must close, as I am out of room, and low on supplies. Time to mix up some more ink, too. As always. Yours Faithfully, Aran~ ++ ~[PC] (You carefully slip the letter back where you found it.)~ EXIT ++ ~[PC] (You take the letter.)~ DO ~SetGlobal("c-arlettertake","GLOBAL",1) SetGlobalTimer("c-aranlettertalk","GLOBAL",ONE_DAY)~ EXIT ++ ~[PC] (You hunt through his writing kit and find his quill, and print 'No Secrets' in Common across the top of his letter. Then you slip the letter back into his pack.)~ DO ~SetGlobal("c-arannosecrets","GLOBAL",1)~ EXIT END IF ~~ c-aranletter4 /* aran letter #4 (rom, c-alttr4.itm) */ SAY ~[ARAN] (The rough parchment crinkles under your fingertips as you read through the carefully shaped lines of writing, but it takes awhile to figure out his cipher. He has started using a quaint childlike encoding.)~ = ~[ARAN] My Dearest Elena, I hope that all is well with you. For me, I am sorely in need of your guidance. I know we have written about this several times, but I need to clear my head and think and you are always good at helping me do that. I cannot stop thinking about her. I cannot stop watching her. It has me off balance, even worse than when I fell for that half-elven bard you warned me against. I simply do not understand how I could be pulled so far under her spell in such a short time. I know I am not an apprentice, but I certainly feel like one. I know I wrote to you of my feelings, and I know we joked about the difficulties of falling for one's employer, but now I am serious. I do not know if you would like her, or not. But do not believe the stories that must be floating around about what we are doing. All I can say is that she has captivated my attention in a way no other woman has. Yes, even more than SilverEyes. I just have difficulties seeing what I can offer her in return. I have no wealth or title, no real prospects, and I do not even know if she truly would have me. But that is how serious my situation seems to have become. For Sune's Blessing and for the love of your brother, help me. I need to know what a woman of power really wants. Yours faithfully, Aran~ ++ ~[PC] (You carefully slip the letter back where you found it.)~ EXIT ++ ~[PC] (You take the letter.)~ DO ~SetGlobal("c-arlettertake","GLOBAL",1) SetGlobalTimer("c-aranlettertalk","GLOBAL",ONE_DAY)~ EXIT ++ ~[PC] (You hunt through his writing kit and find his quill, and print 'No Secrets' in Common across the top of his letter. Then you slip the letter back into his pack.)~ DO ~SetGlobal("c-arannosecrets","GLOBAL",1)~ EXIT END IF ~~ c-aranletter5 /* aran letter #5 (rom, c-alttr5.itm) */ SAY ~[ARAN] (The rough parchment crinkles under your fingertips as you read through the carefully shaped lines of writing, but it takes awhile to figure out his cipher. He has started using a quaint childlike encoding.)~ = ~[ARAN] My Dearest Elena, I hope that all is well with you, and with your pet lizard (yes, I know he is a pseudodragon, but someone has to put her in her place!). I am happy your work in runescribing is coming along, but please remember about spell duration. Half of your last message burned through your last three letters to me, and nearly turned my pack into a bonfire. I know you prefer secrecy, but surely I can keep one or two of your missives? There are many things going on right now, and I am not at liberty to write much about them. Our goals are being met, though the victories seem very costly. Perhaps it is more that I have made a stronger commitment to this quest than I have before. Your advice was appreciated. I am happy you see me that way, but I am pretty sure that you did not really mean "just kiss her and keep kissing her until she either kills you or professes her love". I understand what you are saying about power being of many kinds, and that sometimes just being yourself is what she might need. I do not know the best way to proceed right now, but I will take your advice under advisement and continue as best I can. In the meantime, I will be enclosing a small packet of wildspeare flowers for your component pouch when I get a chance to send this. I hope that it helps your studies. Please try not to turn Jill into a flowerpot again. I know that the polymorph spell usually results in squirrels, berrygobblers, or chipmunks rather than inanimate objects, so study hard and next time it might go better. Yours faithfully, Aran.~ ++ ~[PC] (You carefully slip the letter back where you found it.)~ EXIT ++ ~[PC] (You take the letter.)~ DO ~SetGlobal("c-arlettertake","GLOBAL",1) SetGlobalTimer("c-aranlettertalk","GLOBAL",ONE_DAY)~ EXIT ++ ~[PC] (You hunt through his writing kit and find his quill, and print 'No Secrets' in Common across the top of his letter. Then you slip the letter back into his pack.)~ DO ~SetGlobal("c-arannosecrets","GLOBAL",1)~ EXIT END IF ~~ c-aranletter6 /* aran letter #6 (rom, c-alttr6.itm) */ SAY ~[ARAN] (The rough parchment crinkles under your fingertips as you read through the carefully shaped lines of writing, but it takes awhile to figure out his cipher. He has started using a quaint childlike encoding.)~ = ~[ARAN] My Dearest Elena, Congratulations on winning your competition! I had no idea that things were so competitive at the academy, and I am very glad that the Priests of Ilmater were there when that boy got caught in the fireball. I am so happy you won, and you even gave me ideas for a new set of tactics to use. I doubt I will often be able to spread oil or grease before a battle, but the use of multiple layers of magic is not something I have studied very much. The way things are going around here, we may need all the tactical advantages I can come up with. As for your enquiries, she is holding her own against the power of her blood. I do not have any real answers for you as to whether she sees me as someone who she could be with forever, or just someone she can use temporarily. I hear her words, and I see her responses, but I often am not quite sure where she really is coming from. She may be shouting her truth at me all the time, for all I know, but I am simply not sure if I am hearing reality or something I have constructed all in my head. You know as well as I do that I have done that before, and the results have been less than positive. There will be time enough to write more later. I will be enclosing a few odds and ends gleaned from our last few combats, but I am unsure as to how to stop them from breaking when transported to you. If the letter you are holding is a bright black on one corner, then I would seek out the Priests for healing immediately. I am never sure why you want me to send you these things, as my training has been in writing, not herbalism, but you know that I would do anything for you. Yours faithfully, Aran~ ++ ~[PC] (You carefully slip the letter back where you found it.)~ EXIT ++ ~[PC] (You take the letter.)~ DO ~SetGlobal("c-arlettertake","GLOBAL",1) SetGlobalTimer("c-aranlettertalk","GLOBAL",ONE_DAY)~ EXIT ++ ~[PC] (You hunt through his writing kit and find his quill, and print 'No Secrets' in Common across the top of his letter. Then you slip the letter back into his pack.)~ DO ~SetGlobal("c-arannosecrets","GLOBAL",1)~ EXIT END IF ~~ c-aranletter7 /* aran letter #7 (rom, c-alttr7.itm) */ SAY ~[ARAN] (The rough parchment crinkles under your fingertips as you read through the carefully shaped lines of writing, but it takes awhile to figure out his cipher. He has started using a quaint childlike encoding.)~ = ~[ARAN] My Dearest Elena, I hope my letter finds you in good health and spirits. I will get straight to the point and remind you that you are too special and to smart to fall into any traps. Be careful. I do not know anything about Court and have never really seen a Masked Lord or even an un-masked one, but I have been around long enough to be suspicious of anyone who makes bold passes at you. I wish I were there, so that he would know that you have a protector. I know you can take care of yourself, but it still worries me. If you need proof, remember how I have acted around Giselle and Rani, and how you had to send a spark at me to stop me from behaving badly with your friends. Yes, I know I have a double standard, but I have always been very interested in all of this romantic sparking, while you have avoided it like the plague. And our situations are not as similar as you made it sound. <CHARNAME> is more complicated than what we are talking about. If it were just for fun, that would be one thing, but I seem to have developed some attachments that make things more painful for me if I do things that she might not like. I always try to fit what she seems to want, but it is hard sometimes. In fact, it seems almost impossible at times. But I trust in Tymora, and She will make the coin toss. What is meant to be, is meant to be. In your case, though, your benefactor might not take kindly to that particular young man. Do not take this the wrong way, but you have to ask yourself if he is really interested in you, or if he wants information. I trust you to make the right choice for you, of course. I would send for you to join us for a little bit, so you could get away and think, but I am afraid things here have gotten very difficult. Our adversaries are the stiff of legends and folktales, only they turn out to be real. Usually, they also turn out to be able to crush me into goo. No matter what is going on there, things are worse here. Do not worry for me, though. I have always had an eye out for trouble, and I think I enjoy feeling part of something that will make a difference. Yours faithfully, Aran~ ++ ~[PC] (You carefully slip the letter back where you found it.)~ EXIT ++ ~[PC] (You take the letter.)~ DO ~SetGlobal("c-arlettertake","GLOBAL",1) SetGlobalTimer("c-aranlettertalk","GLOBAL",ONE_DAY)~ EXIT ++ ~[PC] (You hunt through his writing kit and find his quill, and print 'No Secrets' in Common across the top of his letter. Then you slip the letter back into his pack.)~ DO ~SetGlobal("c-arannosecrets","GLOBAL",1)~ EXIT END IF ~~ c-aranletterblocked SAY ~[ARAN] (The rough parchment crinkles under your fingertips as you read through the carefully shaped lines of writing...)~ = ~[ARAN] (Unfortunately, Aran has begun writing in a language or cipher you cannot understand. You will have to ask him to read the letter to you.)~ ++ ~[PC] (You carefully slip the letter back where you found it.)~ DO ~SetGlobal("c-aranletterblocked","LOCALS",1)~ EXIT ++ ~[PC] (You take the letter.)~ DO ~SetGlobal("c-arlettertake","GLOBAL",1) SetGlobalTimer("c-arlettertake","GLOBAL",ONE_DAY)~ EXIT ++ ~[PC] (You hunt through his writing kit and find his quill, and print 'No Secrets' in Common across the top of his letter. Then you slip the letter back into his pack.)~ DO ~SetGlobal("c-arannosecrets","GLOBAL",1)~ EXIT END /* add bcs block to trigger, Global("c-arannosecrets","GLOBAL",1) */ IF ~Global("c-arannosecrets","GLOBAL",1)~ THEN BEGIN a2908 SAY ~[ARAN] Hey, there, I got a question for you. Do you mind if I rummage about in your undergarments a bit, an' poke through your stuff? Mayhap I can ink up some o' your gear, random like?~ [c-aws107] ++ ~[PC] I meant no harm. You scribble and scrawl all the time, and I was just curious. I want to know what is going on.~ DO ~SetGlobal("c-arannosecrets","GLOBAL",2)~ + a2909 ++ ~[PC] I want to know if any member of this party is discussing anything with the outside world. Even little things.~ DO ~SetGlobal("c-arannosecrets","GLOBAL",2)~ + a2909 ++ ~[PC] Don't keep any secrets from me. I will not be happy if you hide anything, anything at all.~ DO ~SetGlobal("c-arannosecrets","GLOBAL",2)~ + a2909 ++ ~[PC] Well, perhaps I went a little overboard. But I don't like to be kept in the dark, and it seems like you are writing things I should know about.~ DO ~SetGlobal("c-arannosecrets","GLOBAL",2)~ + a2909 ++ ~[PC] I hold the coin for the party. I want to know how you are using it, and to what purpose.~ DO ~SetGlobal("c-arannosecrets","GLOBAL",2)~ + a2909 END IF ~~ a2909 SAY ~[ARAN] Right, then. I blighted well thought a letter to my sister were naught buy my own business. You want somethin' translated, I'll do it. I don't give a rat's arse if you want to poke an' pry, but th' inference be that you don't trust me. Lovitar's Lash, that hurts a lad.~ IF ~~ THEN EXIT END /* add bcs block to trigger, ("c-arlettertake","GLOBAL",1) */ IF ~Global("c-arlettertake","GLOBAL",1)~ THEN BEGIN a2910 SAY ~[ARAN] Hey, there, I got a question for you. Do you know who has been messin' about in my pack, smudgin' up my writin' space?~ [c-aws108] ++ ~[PC] Yes, I do. I did. What are these letters you keep writing all about?~ DO ~SetGlobal("c-aranlettertaken","GLOBAL",2)~ EXIT ++ ~[PC] No, I don't.~ DO ~SetGlobal("c-aranlettertaken","GLOBAL",2)~ EXIT ++ ~[PC] You must be mistaken. I did not leave a single smudge or telltale sign of my browsing.~ DO ~SetGlobal("c-aranlettertaken","GLOBAL",2)~ + a2909 ++ ~[PC] Search me.~ DO ~SetGlobal("c-aranlettertaken","GLOBAL",2)~ + a2911 END IF ~~ a2911 SAY ~[ARAN] I would, but other than rufflin' my feathers, there be no real harm done. There be precious little what be private in a group like this. If you want to know what I be writin' to my sister, you don't have to poke about. You could just ask, eh?~ IF ~~ THEN EXIT END Note to anyone looking for a good editor - jEdit rocks. Very configurable, free, and even I can manage lots of project files cross-platform. Serious editor for serious folks... I am barely touching its possibilities.
  13. 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
  14. Getting the subquest from Orin started requires multiple (7, I think) conversations before he feels comfortable giving the quest. I will need to recheck if that means Aran must be in the party each time, or only on the seventh time. Non-quest-giving characters all have at least 5 different random dialogs. But random numbers can roll 1,1,1,1,1... Same for Aran and non-quest character interactions. They will not trigger every time. The idea was to reward making the bar a 'home' for awhile. In the current alpha, Teldra has no conversation. (Becasue her quest area and relevant sub-characters are not done yet.) So Orrin points to her, Erika points to her, but she won't talk. Probable bug; while each character's PID tailored responses work fine, but for both male and female players, PID triggers the first friendtalk/interest talk. Either the initial timer is still on testing (10) or something else is going on. Several talks need smoothing out from the 'flippant' PC responses. For some reason, both "day" and "night" city PID responses show up at the same time. Need to recheck. Some PID responses have up to 5 random responses, some only have one possible. Not sure how I feel about that. On the one hand, there isn't much to say in many places. on the other hand, if I am rewarding multiple passes at the same question in one area, but making a person read the same thing at least 4 times in another, meh. PID list for female PCs is too long. 17 or so responses in some areas. I may need to sub-menu them down.
  15. Ideas from Petals And Thorns Folks: /* The Bar Fight - Protect My Honor (whether I instigate it or not). */ // One version of this is hidden away in the PD initiated bar flirts - this one can run from an area script, and can be independent from the other. Will have to choose an inn that does not get as much action. // still needs names ad perhaps tightening up. [NPC1] Well now, here's a pretty sight. One <PRO_RACE> girl, not too bad looking, and here we have all three of us just looking a good time. Get out on the dance floor with NPC2 here, and if you are friendly enough, there might not be no trouble.~ >> [PC] Me? How dare you! Aran, are you going to let these people talk to me like this? [EXTERN A] >> [PC] I do not bother with trivialities and insignificant worms. Aran, go take care of these idiots. [GOTO K] >> [PC] (Hide behind Aran and grip his arm tightly, pushing him towards the group.) [EXTERN K] >> [PC] Aran, I think that you should take care of this situation... [EXTERN D] >> [PC] Out of my way, Aran. I would take their heads off, but it probably would do no harm. I will start with their feet, instead. [EXTERN E] [C-ARANJ] A [ARAN] Well, I thought it might be a bit more subtle-like if... >> [PC] ... you acted like a big coward? [goto K] >> [PC] They are treating me badly! Why won't you stand up for me? [goto K] > ROMANCEACTIVE > [PC] I thought you loved me. [goto K] >> [PC] Aran... they are scaring me a little... [goto B] >> [PC] You. Yes, you... the one with the troll face and the breath that smells like a sewer. Five gold says Aran can take all three of you without breaking a sweat. [EXTERN L] [NPC1] K [NPC1] Oh, come on, girl. You haven't had a good time until you have danced with the three of us. And this piss-ant sellsword couldn't handle me, let alone me and my friends. >> [PC] He can hold his own in a fight. But you should be more worried about me. I tend to get over-excited, and might end up removing that tongue. Or perhaps other parts of your body. [EXTERN G] >> [PC] Insignificant, insolent worm. You are beneath my notice. Aran, kill him slowly. I want to hear him scream for mercy. [EXTERN C] >> [PC] (Hide behind Aran and grip his arm tightly, pushing him towards the group.) [EXTERN C] >> [PC] Aran, I think that you should take care of this situation, quickly. [EXTERN D] >> [PC] Out of my way, Aran. I would take their heads off, but it probably would do no harm. I will start with their feet, instead. [EXTERN E] /* Shy/Wants Aran To Be Protector PC EXIT */ B [ARAN] Right, then. You heard the lady, lads. Do you be wantin' to settle this on arm wrestlin', brawlin', or should we just skip right to it an' see what th' insides o' your guts look like when they be spread over th' wall over there? [EXTERN I] I [NPC1] Look who's a big man, now. Are you looking for a fight? [EXTERN J] J [ARAN] Well, now, laddie... I don't rightly look for fights. But by Bane's Bloody Buttocks, so far there's naught that I have left unfinished. You care to step outside? DO ~SetGlobal("c-arbarfight",LOCALS",1) ActionOverride("npc1",Enemy()) ActionOverride("npc2",Enemy()) ActionOverride("npc3",Enemy())~ C [ARAN] Now then, lads, th' lady don't rightly take kindly to...[EXTERN N] /* PC Orders Aran to Handle Things EXIT */ D [ARAN] Who, me,? Aye, then, I guess I could do that. You go on about th' business, an' let me handle 'em. = [ARAN] (Pssst - here, then, lads - a round on me. You wouldn't want to cross her right now, eh? She's a mite more powerful than she looks.) >> [PC] Why didn't you fight for my honor? You acted like a big coward. [goto M] >> [PC] They are treating me badly! Why won't you stand up for me? [goto M] > ROMANCEACTIVE > [PC] I thought you loved me, and would protect me. But you just paid them coin and let them get away with it. [goto M] >> [PC] That was unpleasant. I am glad you found a way to make them go away without spilling their blood. [goto M] >> [PC] Oh, for heaven's sake... You. Yes, you... the one with the troll face and the breath that smells like a sewer. Five gold says Aran can take all three of you without breaking a sweat. [EXTERN L] /* No Bloodshed Exit */ M [ARAN] I was watchin' you close, I was. I figured you didn't want a couple o' drunk buggers to get blood all over your nice clean clothes, so it seemed like a good idea to let 'em down easy. Besides, we have real enemies what to fight. If we go killin' every set o' drunken bastards what act like idiots, we will depopulate Amn. EXIT /* Aggressive PC Exit */ E [ARAN] Now, <CHARNAME>, be easy... they be just little gnats. You might mess up a nail or somethin', an then where's you be? I'll tell you what. You go get a nice cup o' tea, an' sit right there, an' I'll give you a good show. You want one o' their eyes, or mayhap a nose, or do you just want an ear or two to hang next to your collection o' Drow ears an' Dragon's teeth? >> [NPC1] Drow ears? >> [NPC2] Dragon's teeth? >> [NPC3] Err... we were just leaving. Just a few high-spirited remarks, no harm meant. [goto F] F [ARAN] No problem, lads. Only don't be comin' round here much, eh? Me, you might be able to fight to a standstill. Her, she looks like a shrinkin' violet, right up until th' time you realize her hand's holdin' what's left o' your intestines. An' then she starts gettin' mean. EXIT /* Mediation Fails */ [NPC1] So, big protector, eh? I didn't know prostitutes around here had the money for a mercenary escort. You get out of the way, or you will be sorry. [EXTERN O] O [ARAN] I'm goin' to rip your head off an' piss down your neck. DO ~SetGlobal("c-arbarfight",LOCALS",1) ActionOverride("npc1",Enemy()) ActionOverride("npc2",Enemy()) ActionOverride("npc3",Enemy())~ EXIT /* PC Protective of Aran or just Fiesty Exit */ G [NPC1] Oh, big man, having her fight your battles for you. [EXTERN H] H [ARAN] Believe me, son, you don't be knowin' her like I do. Last one who ticked her off only lost a few pints o' blood an half his scalp. O' course, that was me, an' she needs me around for to carry stuff an' such. You, not so much. [EXTERN L] L [NPC1] I hear lots of hot air, but you don't look that tough, either of you. Come on, boys... they don't need all that coin. Get 'em. DO ~SetGlobal("c-arbarfight",LOCALS",1) ActionOverride("npc1",Enemy()) ActionOverride("npc2",Enemy()) ActionOverride("npc3",Enemy())~ EXIT /////////// You folks have to tell me when things go to far with language and imagery. Evoking strong reactions with language is a fun goal, but I am not interested in evoking the "I am uninstalling this mod and never playing it again" reaction. //////////// /* From P&T - I always wondered why no PC ever really embarrassed themselves with their love interest... with all the packing they must do, it's amazing no PC has accidentally left something private or incriminating out which was then found by another party member. */ /* Umberlee's Undulating Undergarment */ /* Embarrassing Things Aran > PC */ [ARAN] Now, I don't rightly think that this be mine, eh? >> [PC] ARAN! Put that away before someone sees you! [goto A ] >> [PC] No, I think those are mine. Where did you find them? [goto B] >> [PC] No, they are not mine. Do you want to explain why you have another woman's undergarment in your pack? [goto C] >> [PC] I did not realize you liked women's clothes so much. We should put you in some of the 'armor' they make available to us, and see how you like having a chainmail bikini to hide your most intimate parts. [goto D] A [ARAN] What I be tryin' to figure is why all th' fuss over a scrap o' linen. Although I suspect it has a mite to do wi' exactly what that scrap be coverin'. How about next time we do some clothes washin', you check where things be stored? People might get th' wrong idea. EXIT = IF ROMANCE ACTIVE [ARAN] Or worse, they might get the right idea. EXIT B [ARAN] Mixed up in thy' socks an' such in my pack. Last time I did th' party chores, I must o' not sorted so well. Sorry about that. No harm done, eh? >> [PC] Those are some of my most private possessions! Give them to me right now. [goto E ] >> [PC] From now on, I will do my own washing. You stick to things that you are less likely to mess up. [goto E ] > NOROMANCE > [PC] Well... I guess you could keep them... [goto F ] > ROMANCE > [PC] Well... I guess you could keep them... [goto G ] C [ARAN] Well, Sune's Sweet Stomach, if they be not yours, then... [goto CANONICAL_WOMEN_IN_PARTY] CANONICAL_WOMEN_IN_PARTY AERIEJ [AERIE] ARAN! Th... those are mine. [goto H ] NALIAJ [NALIA] That is personal property, and finding quality silk and lacework around here is difficult. Give them to me, please. [goto H ] EDWINA ? [EDWINA] You foul creature! Unhand my undergarments, you moronic baboon. And keep your lusts to yourself. I may be a magnificent looking woman, but I am still Edwin Odesseiron, Red Wizard. Indignities will be met with swift and horrific punishment! [goto H ] JAHEIRAJ [JAHEIRA] Underclothing is functional protection provided for the comfort of the wearer. I reclaim mine now, Aran. [goto I ] VICONIJ [VICONIA] Spidersilk is expensive, rivvil. If a single strand is damaged, I shall carve temporary patches out of your skin. [goto I ] IMOEN2J [iMOEN] Hey! That's mine! Give 'em here! [goto I ] H [ARAN] Bane's Blood, she be blushin' worse than a beet at fall harvest. She damned near glows! I guess I will not be volunteerin' to do no more o' th' group laundry anytime soon. I [ARAN] Itishia's Icy Iris, that were one cold glance she just gave me. Gave me th' chills, it did. I guess I will not be volunteerin' to do no more o' th' group laundry anytime soon. IF ! AERIE ! NALIA ! EDWINA ! JAHEIRA ! VICONIA ! IMOEN [ARAN] Bane's Blood, I don't rightly know whose this be. But somemone be missin' some right private clothin'. I guess I will not be volunteerin' to do no more o' th' group laundry anytime soon. D [ARAN] Just th' though o' that hurts in places not mentionable in polite company, eh? But no, I don't find no excitement in these kinds o' clothin' unless th' owner be showin' em off to me with 'em on. You be sure they are not yours? >> [PC] Those are some of my most private possessions! Give them to me right now. [goto E ] > NOROMANCE > [PC] They are mine. But... I guess you could keep them... [goto F ] > ROMANCE > [PC] They are mine. But... I guess you could keep them... [goto G ] >> [PC] Not mine, oh great washer of clothing. But by all means, keep holding a woman's private undergarments up and waving them about like a flag. It makes you look so masculine. [goto CANONICAL_WOMEN_IN_PARTY] E [ARAN] All that fuss over a little scrap o' clothin' no bigger than a good-sized handkerchief. But here you go. Don't want no one to think I be keepin' your panties as no souvenier or naught like that. Bad for morale, eh? F NOROMANCE [ARAN] No why would I want to be doin' that? It seems a right strange thing to use as a token or favor, an' I be no knightly jouster. All that fuss over a little scrap o' clothin' no bigger than a good-sized handkerchief. Here you go. Otherwise, it might be bad for morale, eh? G ROMANCE [ARAN] Now why would I want to be doin' that? Me, I'm a right simple soul. I'd much rather get rid o' such nonsense an' see you th' way th' gods created you. All that fuss over a little scrap o' clothin' no bigger than a good-sized handkerchief. Here you go. I'll be a mite more careful sortin' next laundry day. /* The Scroll Of Blushing */ /* Embarrassing Things PC > Aran */ [ARAN] Hey! Put that down! That don't rightly belong to you! >> [PC] This little scrap of paper? Here, I did not realize that it was yours. [ A ] >> [PC] Anything left out in public is mine. Why? What is on it? [ B ] >> [PC] A random scrap of parchment lying around has no owner. I think I shall read it aloud, though, since you seem so worried about me picking it up... [ C ] >> [PC] You should keep a closer eye on your belongings. Your punishment for carelessness is that I shall read it aloud. [ C ] A [ARAN] Thank you right kindly. You didn't read it, now, did you? >> [PC] Unfortunately, yes. The imagery was quite... detailed. one might even say explicit. [ G ] >> [PC] Not yet. But anything left out in public is mine. Why? What is on it? [ B ] >> [PC] A random scrap of parchment lying around has no owner. I think I shall read it aloud, though, since you seem so worried about me picking it up... [ C ] >> [PC] You should keep a closer eye on your belongings. Your punishment for carelessness is that I shall read it aloud. [ C ] >> [PC] Of course not. Though if it is private, I think you should be more careful about how you dispose of things like this in the future. [ G] B [ARAN] Nothin' much. Just some scrapped practice writin'. Nothin' there, no ma'am, nothin' to see. >> [PC] Unfortunately, I just lied to you. I read it. The imagery was quite... graphic. One might even say explicit. And apparently, you are very creative in your approach to spelling. [ G ] >> [PC] A random scrap of parchment lying around has no owner. I think I shall read it aloud, though, since you seem so worried about me picking it up... [ C ] >> [PC] You should keep a closer eye on your belongings. Your punishment for carelessness is that I shall read it aloud. [ C ] >> [PC] Of course not. Though if it is private, I think you should be more careful about how you dispose of things like this in the future. [ G] C [ARAN] Come on, <CHARNAME>... be a good <PRO_MANWOMAN>, a credit to all what call themselves '<PRO_RACE>'. It were a rough draft, and a bad one at that. Just give me th' blasted thing an' forget you ever saw it, eh? >> [PC] "My Dearest Love, how can I count the ways that you excite me, how you arouse my innermost passions and lusts." Hey, Aran, you misspelled 'excite', unless Chondathan somehow borrowed several Rashemite alphabet characters while I was not paying attention. "The way that both your..." not going to read that word... nor that one... "move, bouncing like twin horses tethered in tandem, two terrific trepidacious terrific..." No, you spelled that wrong, too... err... I have never heard that body part described quite that way. Hmmm. So, you are a leg man, too? No, you seem to go on and on about wonderous caves of passion, and something about spelunking, and here you have split an infinitive... 'to boldy go where no man has gone before?' Quite colorful. I think you should go into comedy writing with Volo. [ D ] >> [PC] Of course I will give it to you. Though if it is private, I think you should be more careful about how you dispose of things like this in the future. [ G] >> [PC] Of course I will give it to you. Though I did get a glimpse at the salutation. 'My Dearest Love'? Who were you writing to? [ F ] D [ARAN] <CHARNAME>, for th' love o' th' gods, stop readin' that an' give it back, eh? >> [PC] Oh, no. I intend to keep this and read it at our next inn. It should be good for a laugh and a free round of drinks. You couldn't get a professional Bard to write some of this stuff! >> [PC] Only one question... who was this draft intended for? What gracious woman were you intending to reduce to a puddle of laughter with this missive of misplaced words and awkward imagery? [ F ] >> [PC] I had no idea you were so colorful in your writing, Aran. I thought you might parse a love letter "If the party in the foresaid paragraph, to be henceforth referred to as 'The Lover', does agree to a private meeting the time of which to consist of not less than one-half (1/2) hour, as determined by the established Dale Reckoning Sundial, then aforesaid party shall indicate acceptance by..." [ G ] F [ARAN] Wild horses couldn't get that answer out o' me, no way, no how. Oh, Bane's Blood, go on then. Laugh away. I'll be on about my business. G [ARAN] Banes Broken Bones. I should take to eatin' my trail versions just to make sure they don't fall into th' wrong hands. ////////// As always, if someone sees another pathway that should be incorporated, or has suggestions, fire away!
  16. 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.
  17. Banter Rough Drafts, for checking with authors later (if/when they are available). For some of these, there will be no banter pack in which these are acceptable, as my interpretation of the permissions set governing G3 CrossMod really expects 2-way communication between authors (or at least approval) and both SHS's IEP Banters and PPG's Banterpack are designed around Canon BioWare™ NPC Joinables. Some retired mod authors have given a "green light" for new content, and some have not stated their wishes. But, tucking these ideas here gives time for feedback and recheck, and an easy place to link to when seeking permissions. Maybe eventually they will find a home. Since we are writing lines for other folk's characters, this gets to be tricky. No BioWare™ author has shown up and posted "you are destroying my characterization of Minsc!". But as we are all amateurs (there is no paid professional market for i.e. mod authoring), we can accidentally make someone else's character look bad - and that is just wrong. In light of that, the basic approach for this writing is simple - 1. Don't knock someone else's character. So, no below-the belt digs at a characterization. If a player is playing the other mod, they probably like it; why mess with their chosen mod? Player1 is supposed to be #1. NPCs exist only for their enjoyment. 2. The author is probably not going to be active, so when possible build NPC responses out of minor modification of existing strings in the relevant mod (writing in someone else's style can accidentally end up being parody, and could be seen as a direct insult, which breaks point #1.) 3. Since there is no direct opportunity for feedback, if there is a potential conflict, the other mod NPC wins. No "last words" or zingers for Aran. That inevitably means that materials where another author is no longer available will be weaker. C'est la vie. This is all just for fun, after all! 4. If at all possible, beg/bribe/coerce the other mod author to participate. It saves time, energy, and makes your job so much easier. Plus the characterization is correct from the get-go! So, a first try at this idea. Sillara is sometimes active, and I have played Saerileth before, so the possibility for inclusion is good. Let's try two banters, an underdark commentary, and a friendly "what in th' nine hells are you thinkin' goin' out wi' a 15 year old Chosen o' Tyr who can be makin' googly-eyes an' drawin' kittens an hearts on your palm to smitin' Demogorgons in th' blink o' an eye" talk. SAERILETH (Sillara/Nethrin, CoM hosted, retired) Puzzle Pieces: @20 = ~Thou sharest in thy father's taint. I will leave thee and disturb thee no more.~ @27 = ~Thou art satisfied? Thy trust is freely given. I thank thee for it. As long as thou dost tread the path of good, I will sojourn with thee.~ @28 = ~I do. Wilt thou have me by thy side or no?~ @53 = ~Forgive me. My zeal oft overcomes my discretion. In this matter, I bow to thy judgement.~ @28 = ~Nay, <PRO_LADYLORD> <CHARNAME>. We must not! Their peril is more than thou knowest: their souls are in danger of damnation!~ @111 = ~'Twould be false in me to deny that this place doth trouble me. (Saerileth sighs and slowly sits up. She leans over you, tracing your profile with her fingers.)~ @201 = ~Our mortal lives do oft seem full of injustice, but if our lots are here unjust, we may rest assured that the Maimed Tyr will not deny us justice when he doth judge us.~ @418 = ~Aye, so it doth, <CHARNAME>. And I pray Tyr that thou hast the strength to meet it.~ [sAERI412] @431 = ~(Saerileth shakes her head.) Nay, sweet my lord. I am a Chosen of Tyr. When that I do become His Proxy, then mayhap I shall be granted the life of a deva.~ [sAERI390] @432 = ~And if I do remain a mortal Proxy, as some do, still the stuff of my life will alter. I do not think that thou wilt be left alone, even should I die. For at my death I do but return to the realm of Mertion, where thou mayest find me again.~ @546 = ~My life is, and hath ever been, Tyr's only. I shall follow his will so long as I have breath.~ @979 = ~Thou art most skilled for one who had no formal instruction.~ @995 = ~Modesty would better become thee, <CHARNAME>.~ @1033 = ~Tell me, why dost thou serve as a paladin a god who places the law above the good?~ @1040 = ~Which wilt thou choose when the choice must be made: goodness or order?~ @1043 = ~Like me, thou hast heard the call of thy god. Thou art blessed.~ @1061 = ~Thou art most fortunate, and the grace of the Morninglord doth rest upon thee.~ @1102 = ~(Saerileth's eyes are soft as she looks at you.) I do pity thee that thou knowest not yet thy lord.~ @1165 = ~Thy jesting is misplaced, and I am not amused. Art thou indeed a mere brigand and cutpurse?~ @1451 = ~Why dost thou reject the gods?~ @1498 = ~Beast! Foul-mouthed, blasphemous fiend! Thy life is forfeit!~ @1164 = ~Then I shall watch thy actions. Do not fall into evil, <CHARNAME>.~ CODE /* SoA Aran-Saerileth */ CHAIN IF ~InParty("Saerileth") InMyArea("Saerileth") !StateCheck("Saerileth",CD_STATE_NOTVALID) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) CombatCounter(0) Global("C-AranSaerBanter1","GLOBAL",0)~ THEN ~C-ARANB~ AranSaerSoABanter ~[ARAN] Lady Paladin, I'd be a might happier if you would take th' time to answer me a question, beggin' my impertinence.~ DO ~SetGlobal("C-AranSaerBanter1","GLOBAL",1)~ == ~BSAERILE~ ~[sAERILETH] Speak on, Aran.~ == ~C-ARANB~ IF ~!Global("SaerilethRomanceActive","GLOBAL",2)~ THEN ~[ARAN] <CHARNAME>'s rightly leader here, an' I expect has reason to have so young a lass on th' front lines. I was workin' trade costers m'self at your age, so I got no problem wi' that. But you seem a bit more focused on what be right an' wrong than what be practical.~ == ~C-ARANB~ IF ~Global("SaerilethRomanceActive","GLOBAL",2)~ THEN ~[ARAN] <CHARNAME>'s rightly leader here, an' I expect has reason to have so young a lass on th' front lines. I was workin' trade costers m'self at your age, so I got no problem wi' that. But you both seem a mite bit more than just comrades in arms.~ == ~BSAERILE~ IF ~!Global("SaerilethRomanceActive","GLOBAL",2)~ THEN ~[sAERILETH] Which would thou choose when the choice must be made: goodness or utility? There is but one answer.~ == ~BSAERILE~ IF ~Global("SaerilethRomanceActive","GLOBAL",2)~ THEN ~[sAERILETH] I am his love, and he is mine own.~ == ~C-ARANB~ ~[ARAN] An' this answer serves Tyr, on account o' you bein' his Chosen an' all?~ == ~BSAERILE~ IF ~!Global("SaerilethRomanceActive","GLOBAL",2)~ THEN ~[sAERILETH] My life is, and hath ever been, Tyr's only. I shall follow his will so long as I have breath.~ == ~BSAERILE~ IF ~Global("SaerilethRomanceActive","GLOBAL",2)~ THEN ~[sAERILETH] My life is, and hath ever been, Tyr's. I shall follow his will so long as I have breath. <CHARNAME> knows this. He will understand the depth of my faith.~ == ~C-ARANB~ ~[ARAN] I'm not sure I understand that kind o' faith, is all. I never did.~ EXIT /* SoA Saerileth-Aran */ CHAIN IF ~InParty("Saerileth") InMyArea("Saerileth") !StateCheck("Saerileth",CD_STATE_NOTVALID) InParty("c-aran") InMyArea("Saerileth") !StateCheck("c-aran",CD_STATE_NOTVALID) CombatCounter(0) Global("C-SaerAranBanter1","GLOBAL",0)~ THEN ~BSAERILE~ SaerAranSoABanter ~[sAERILETH] Why dost thou reject the gods? The foul-mouthed oaths thou dost speak do disservice to all.~ DO ~SetGlobal("C-SaerAranBanter1","GLOBAL",1)~ == ~C-ARANB~ ~[ARAN] Come, now, Saerileth. There must o' been a time when you were not so tight-ar... err... no, I suppose you never did let your hair down, so to speak. You haven't had enough time in life yet.~ == ~BSAERILE~ ~[sAERILETH] Thy jesting is misplaced, and I am not amused.~ == ~C-ARANB~ ~[ARAN] Now, don't you be gettin' all offended, lass. There be a place for a harmless bit o' language, sometimes. An' Tymora seems to be fine wi' me playin' fast an' loose.~ == ~C-ARANB~ IF ~OR(2) Class("c-aran",PALADIN_ALL) Class("c-aran",CLERIC_ALL)~ THEN ~[ARAN] How about we not get our respective gods into no minor squabble just on account o' my blasphemin', eh?~ == ~C-ARANB~ IF ~!Class("c-aran",PALADIN_ALL) !Class("c-aran",CLERIC_ALL)~ THEN ~[ARAN] I know I am no champion o' virtue. I done lost that in a card game when I... never you mind that. But I try to back <CHARNAME>, an' you back <CHARNAME>, so that has to count for somethin', eh?~ == ~BSAERILE~ IF ~OR(2) Class("c-aran",PALADIN_ALL) Class("c-aran",CLERIC_ALL)~ THEN ~[sAERILETH] I do pity thee that thou knowest not yet the wishes of thy god. Foul-mouthed blasphemy will forfeit the good will of all of the gods.~ == ~BSAERILE~ IF ~!Class("c-aran",PALADIN_ALL) !Class("c-aran",CLERIC_ALL)~ THEN ~[sAERILETH] I do pity thee that thou knowest not yet the power of worshiping one god above all others. Foul-mouthed blasphemy will forfeit the good will of all of the gods.~ == ~C-ARANB~ ~[ARAN] Is this somethin' where you are likely to raise a sword against me if I curse a mite here an' there?~ == ~BSAERILE~ ~[sAERILETH] As long as thou dost tread the path of good, I will sojourn with thee. But I warn thee... curb thy language.~ == ~C-ARANB~ ~[ARAN] You know, hearin' those words from a little slip o' a girl not even out o' apprentice age might be laughable in some circumstances. But seein' as you can hold your own in combat an' healin', I will take you right serious. At least, as far as I can. Hard to break old habits.~ EXIT /* UD Aran-Saerileth */ CHAIN IF ~Global("c-drow","GLOBAL",1) InParty("Saerileth") InMyArea("Saerileth") !StateCheck("Saerileth",CD_STATE_NOTVALID) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) CombatCounter(0) Global("C-AranSaerBanter2","GLOBAL",0)~ THEN ~C-ARANB~ AranSaerUDBanter ~[ARAN] I know I don't rightly take you serious all th' time. You be a fine companion, though a mite bit stubborn an' mayhap a bit fanatical. But here, I can see why a lad might follow in your footsteps a mite. This place deserves to be eradicated.~ DO ~SetGlobal("C-AranSaerBanter2","GLOBAL",1)~ == ~BSAERILE~ ~[sAERILETH] 'Twould be false in me to deny that the continued existence of this place doth trouble me.~ == ~C-ARANB~ ~[ARAN] I'd think it be time to call forth a holy crusade, an' clear 'em off out o' here. Mayhap destroy evey last one o' them.~ == ~BSAERILE~ ~[sAERILETH] Our mortal lives do oft seem full of injustice, but if our lots are here unjust, we may rest assured that the Maimed Tyr will not deny us justice when he doth judge us. But all of these creatures have chosen to serve evil. Their judgment hath been wrought, their lot decided, and eventually they shall fall to the power of Tyr.~ == ~C-ARANB~ ~[ARAN] I don't suppose there be some who might follow a good cause down here, eh? Mayhap one or two redeemed souls, trapped alongside all this scurryin' evil?~ == ~BSAERILE~ ~[sAERILETH] Forgive me. My zeal oft overcomes my discretion. In this matter, I spoke hastily; Tyr is the Judge, and I am his Champion. Perhaps there are a few souls the Maimed One would have me spare. It is not my decision to make.~ == ~C-ARANB~ ~[ARAN] Well, now you done got me worried. Usually, you be th' one takin' things to extremes. I was about to suggest we just send 'em all Tyr's way, an' let him figure out who goes where. I think down here, I be a might bit more comfortable wi' "guilt by association".~ EXIT /* are you sure about this romance? : BCS */ IF InParty("Saerileth") InMyArea("Saerileth") !StateCheck("Saerileth",CD_STATE_NOTVALID) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) CombatCounter(0) Global("SaerilethRomanceActive","GLOBAL",2) Global("c-aranpcsaerrom","GLOBAL",0) THEN RESPONSE #100 SetGlobal("c-aranpcsaerrom","GLOBAL",1) %arand_friend_song% StartDialogNoSet(Player1) END /* are you sure about this romance? : DLG */ IF ~Global("c-aranpcsaerrom","GLOBAL",1)~ THEN BEGIN aranpcsaerrom SAY ~[ARAN] Now, this be naught in th' way o' my business. But I have to ask... are you an' Saerileth gettin' serious?~ ++ ~[PC] Of course not. That is a ridiculous suggestion.~ DO ~SetGlobal("c-aranpcsaerrom","GLOBAL",2)~ + have_you_seen_how_she_looks_at_you ++ ~[PC] What do you think?~ DO ~SetGlobal("c-aranpcsaerrom","GLOBAL",2)~ + my_own_business ++ ~[PC] Yes.~ DO ~SetGlobal("c-aranpcsaerrom","GLOBAL",2)~ + are_you_kidding ++ ~[PC] Are we holding hands and kissing occasionally? Yes, I think we are. Are we getting serious? I am not sure.~ DO ~SetGlobal("c-aranpcsaerrom","GLOBAL",2)~ + are_you_kidding ++ ~[PC] Do I ask you about your dalliances with half of Faerun?~ DO ~SetGlobal("c-aranpcsaerrom","GLOBAL",2)~ + my_own_business ++ ~[PC] Speak of this to me again, and you will be looking for a new line of work. And perhaps searching for your missing head.~ + c-aranshutup32 EXIT IF ~~ are_you_kidding SAY ~[ARAN] Do you be kiddin' wi' me? A lass what has seen less than sixteen winters? Give her a year to come o' age a' make her own chices, an' mayhap I wouldn't kick her out o' my b... err... well, she is pretty an' all, I guess. But she don't know squat about livin', let alone havin' a serious relationship. Tyr's Blasted Buttocks, don't send a child to do adult's work, <CHARNAME>. Love isn't just for play.~ ++ ~[PC] Take one look into her eyes, and tell me that she does not love me.~ + she_does_at_that ++ ~[PC] She is the Chosen of Tyr. She is strong enough, wise enough, and driven enough to know her own mind. Do you really think we would be together if she was not set on having it that way?~ + no_guess_not_kid ++ ~[PC] What, are you jealous? I did not know you were in love with her too.~ + hells_no_cute_but_crazy ++ ~[PC] It is a passing crush, and I intend to have as much fun with her as her religious views will allow.~ + watch_out_boy_shell_chew_you_up ++ ~[PC] So now you are an expert on serious relationships? That is a laugh. You don't even remember the barmaid's name the next morning.~ + my_own_business END IF ~~ have_you_seen_how_she_looks_at_you SAY ~[ARAN] You must be blighted blind, then. Th' lass looks at you wi' th' intensity o' first love, an' th' passions o' a full grown woman. You'd best be careful around her, on account o' she might get th' wrong idea - or worse, th' right one.~ ++ ~[PC] I don't really need to be careful. I think I am falling for her.~ + are_you_kidding ++ ~[PC] Are we holding hands and kissing occasionally? Yes, I think we are. Are we getting serious? I am not sure.~+ watch_out_boy_shell_chew_you_up ++ ~[PC] Do I ask you about your dalliances with half of Faerun?~ DO ~SetGlobal("c-aranpcsaerrom","GLOBAL",2)~ + my_own_business ++ ~[PC] Speak of this to me again, and you will be looking for a new line of work. And perhaps searching for your missing head.~ + c-aranshutup33 END IF ~~ my_own_business SAY ~[ARAN] Look, <CHARNAME>, I love th' way women move, th' way they speak, th' way they smell, th' way they smile... hells, I just love women. But me an' someone what wears th' flower be a mite different than what you are talkin' about. First off, we all have th' age o' consent. Second off, if I tick off th' lady in question, she may box my ears, kick me, get me thrown into th' street, or mayhap carve me up a little, as be her choice. With Saerileth...~ IF ~~ THEN GOTO watch_out_boy_shell_chew_you_up END IF ~~ she_does_at_that SAY ~[ARAN] Aye, she does. That be even more dangerous.~ IF ~~ THEN GOTO love_women_but END IF ~~ no_guess_not_kid SAY ~[ARAN] Mayhap you are right. Mayhap she be older than her years, an' wiser than a sage; mayhap she be mature enough to understand that relationships be work as well as fun. But all that wisdom an' such be packed into a body what be still growin' an' changin'.~ IF ~~ THEN GOTO love_women_but END IF ~~ hells_no_cute_but_crazy SAY ~[ARAN] Jealous? No possibility o' that, boyo. She scares me half to death.~ IF ~~ THEN GOTO love_women_but END IF ~~ love_women_but SAY ~[ARAN] Look, <CHARNAME>, I love th' way women move, th' way they speak, th' way they smell, th' way they smile... hells, I just love women. But me an' someone what wears th' flower be a mite different than what you are talkin' about. First off, we all have th' age o' consent, meanin' we can make our own choices. Second off, if I tick off th' lady in question, she may box my ears, kick me, get me thrown into th' street, or mayhap carve me up a little, as be her choice. With Saerileth...~ IF ~~ THEN GOTO watch_out_boy_shell_chew_you_up END IF ~~ watch_out_boy_shell_chew_you_up SAY ~[ARAN] You know how 'hell hath no fury like a woman scorned'? Well, take one look at her an' all you see is slim little hips, curves to die for, an' lips beggin' to be kissed - not one bit o' th' hells about her. Take a look in her eyes, though, an' you see an intensity an' a devotion that be downright scary. Now picture her if you hurt her. There won't be any place on any o' th' Planes where you could hide from her wrath. She'll rip you in half wi' her bare hands, then heal you up just so she can do it again.~ ++ ~[PC] You are taking this too seriously. I am much more powerful than she is. She will never be able to defeat me.~ + I_warned_you ++ ~[PC] I don't intend to hurt her. I think she may be my soulmate.~ + I_warned_you ++ ~[PC] She's a bunny rabbit. What's she going to do, nibble my bum?~ + I_warned_you // heh - Monty Python is fun. But this one might be a good one to lose. ++ ~[PC] This is my business, not yours. Keep out of it.~ + I_warned_you END IF ~~ I_warned_you SAY ~[ARAN] None o' my business, anyways. You think you can handle it. But I have been on th' receivin' end o' a regular woman what feels she has been wronged, an' it were a mite painful. Breakin' th' heart o' someone with th' feelin's o' adolescent first love who just happens to be an accomplished fighter an' th Chosen o' Tyr... that's bloody suicide.~ IF ~~ THEN EXIT END
  18. 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
  19. 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).
  20. Telling stories. I could go into a long intro here about the psychology and sociology of male and female bonding using storytelling, establishment of social hierarchies and patterns of mutual attraction as shown through trading of backgrounds, etc.... but really, it's just a toy, not a thesis. So, stories... folks like them. Let's let Aran have some more to share. We have some little "reveals" in place, where storytelling has a point, like Anomen vs Aran over swearing and the vignette about stuffing a stuffy officer in the hold of a trading ship bound for Calimport; we have a past/former/chick-is-toast story for the romance, and here and there we have other small reveals that slip little bits of insight into the character within the existing mod dialog. But one thing that people do while camping, hiking, sitting around in the workroom/lounge, etc., is tell stories to entertain and distract. War stories in particular, among people who are friends and 'been there, done that". Like singing, or telling jokes, or discussing things, these stories can serve as a distraction or as a way of opening up; most of the time, they don't involve bragging (though I am sure we all have a friend who drives everyone nuts by telling stories that do brag - or worse, things like "So, this one time, at Band Camp"... no points for the cultural referent, and shame on you for watching teen raunch flicks in the first place ). We have an extensive backstory for Aran already available to mine for ideas, and all of the areas he has visited for more ideas - writing the stories is not the problem. Keeping them short enough, putting them deep enough in the dialog structure so only players who really, really want that deep an engagement with Aran's dialog will see them (we don't want action-oriented players to have to be going "crap, he is talking again.... hit the spacebar 12 times quickly, and maybe we can page through all this and get to the good stuff"). We also want some of them to be scattered about, and some of them to be available via PID or friendtalk as a panel of stories, so if a player is in the mood for a diversion he or she can ask for a few of them in a single sitting. There ends up being three or four simple approaches to this. The first is to write a dialog response that asks or leads directly to the story, and never refer to it again: 1. The Straightforward Single-Shot Story CODE ++ ~[PC] So, Aran, tell me about this lost love of yours. Was she pretty?~ + c-arans_lost_love_story This is simple, allows the PC one crack at hearing the story, and even can be varied by allowing players to reference the information later, as other materials in Aran's workthreads around here have already shown: CODE ++ ~[PC] So, Aran, tell me about this lost love of yours. Was she pretty?~ DO ~SetGlobal("c-arans_lost_love_story_told","GLOBAL",1)~ + c-arans_lost_love_story with later on, CODE + ~Global("c-arans_lost_love_story_told","GLOBAL",1)~ + ~[PC] You would think you would never look at another redhead in your life, after what's-her-name up in Moonshea broke your heart and croaked.~ + c-oh_yeah_I_really_appreciate_being_reminded_you_jackass We can expand this with three other variants, much like Cromwell's or Cespy's materials run, by creating a pool of potential stories and then either creating a list or creating a loop - or running it the way PIDs create more interest, using a Random approach. Lists A simple list just gives the player a set of options. the simplest of these goes like this: CODE ++ ~[PC] So, Aran, tell me a story.~ + c-aran_story_time // <-- snip --> IF ~~ c-aran_story_time SAY ~[ARAN] Well, to be sure, I can tell a tale, tall or not. What do you be wantin' to hear about?~ /* Pool of Stories to Tell */ ++ ~[PC] Tell me a story about cooking.~ + c-carbonanottold ++ ~[PC] Tell me a story about getting to Calimport the fiorst time you saw it.~ + c-arancalimportnottold ++ ~[PC] Tell me a story about that inn where we picked you up. What was his name... Gerris?~ + c-arangerrisnottold ++ ~[PC] Tell me a story about your childhood.~ + c-arandadtradenottold ++ ~[PC] Tell me a story about how you joined the Flaming Fist.~ + c-aranfistfightnottold ++ ~[PC] Tell me a story about fighting in the Moonshea Isles.~ + c-aranmoonfightnottold ++ ~[PC] On second thought, your stories are not that entertaining. Let's just keep going.~ EXIT END This works well - it can be repeated, or linked back in any number of ways, and is very efficient. If a player wants to hear a specific story again, it is right there. We could get fancy, and make a story unavailable after each one by adding globals, which is the way many folks handle giving information - clear out the talks already taken, so that the remaining ones are left for the player to follow. BUT - real folks don't walk around handing out a menu of available "stories". And sometimes they are in the mood or remember different ones. And very seldom do I find myself saying to a friend "Hey, tell me a story about how you became a musician". So, a more interactive approach would be to use the loop CODE ++ ~[PC] So, Aran, tell me a story.~ + c-aran_story_time // <-- snip --> IF ~~ c-aran_story_time SAY ~[ARAN] Well, to be sure, I can tell a tale, tall or not. Let's see...~ /* Pool of Stories to Tell */ IF ~Global("c-arancarbonara","LOCALS",1) Global("c-arancalimport","LOCALS",1) Global("c-arancalimport","LOCALS",1) Global("c-arangerris","LOCALS",1) Global("c-arandadtrade","LOCALS",1) Global("c-aranfistfight","LOCALS",1) Global("c-aranmoonfight","LOCALS",1)~ GOTO c-all_stories_told IF ~Global("c-arancarbonara","LOCALS",0)~ GOTO c-carbonanottold IF ~Global("c-arancalimport","LOCALS",0)~ GOTO c-arancalimportnottold IF ~Global("c-arangerris","LOCALS",0)~ GOTO c-arangerrisnottold IF ~Global("c-arandadtrade","LOCALS",0)~ GOTO c-arandadtradenottold IF ~Global("c-aranfistfight","LOCALS",0)~ GOTO c-aranfistfightnottold IF ~Global("c-aranmoonfight","LOCALS",0)~ GOTO c-aranmoonfightnottold END IF ~~ c-carbonanottold SAY ~[ARAN] Well, I could tell you about th' rats an' th' Coster waggon...~ = ~[ARAN] <STORY_GOES_HERE>>~ IF ~~ THEN DO ~SetGlobal("c-arancarbonara","LOCALS",1)~ EXIT END IF ~~ c-all_stories_told SAY ~[ARAN] Well, I already done told you all th' stories I can think of. I'll think on it, but right now I be stumped.~ IF ~~ THEN EXIT END This "loop" is designed so that each time a different state calls to it, the bottom-most story gets "peeled off" - it plays, sets a global, and the next time through the first reply from the bottom is evaluated false and skipped, allowing the second one to play. This construction is good for PIDs and such, or for (in this case up to 6 ) multiple references in several talks, as every time a player asks to hear a story, a new one is played, until all are exhausted. It has some drawbacks, too - you can't repeat a story, so one misplaced click and it is either reload from a previous save or break out NI or DLTCEP or wade through the .tras - it also does not mirror more natural talk patterns, where people can refer to or say "hey, that Moonshea stuff you were talking about... how did that go again?" The Random approach is repeatable as well, with a different focus. Here, only one story is told in the state, and it can be referred to any number of times, but if every story has been told you can still draw the player off of it: CODE ++ ~[PC] So, Aran, tell me a story.~ + c-aran_story_time // <-- snip --> IF ~~ c-aran_story_time SAY ~[ARAN] Well, to be sure, I can tell a tale, tall or not. Let's see...~ /* Pool of Stories to Tell */ IF ~RandomNum(6,1)~ GOTO c-carbonanottold IF ~RandomNum(6,2)~ GOTO c-arancalimportnottold IF ~RandomNum(6,3)~ GOTO c-arangerrisnottold IF ~RandomNum(6,4)~ GOTO c-arandadtradenottold IF ~RandomNum(6,5)~ GOTO c-aranfistfightnottold IF ~RandomNum(6,6)~ GOTO c-aranmoonfightnottold IF ~Global("c-arancarbonara","LOCALS",1) Global("c-arancalimport","LOCALS",1) Global("c-arancalimport","LOCALS",1) Global("c-arangerris","LOCALS",1) Global("c-arandadtrade","LOCALS",1) Global("c-aranfistfight","LOCALS",1) Global("c-aranmoonfight","LOCALS",1)~ GOTO c-all_stories_told END IF ~~ c-carbonanottold SAY ~[ARAN] Well, I could tell you about th' rats an' th' Coster waggon...~ = ~[ARAN] <STORY_GOES_HERE>>~ IF ~~ THEN DO ~SetGlobal("c-arancarbonara","LOCALS",1)~ EXIT END IF ~~ c-all_stories_told SAY ~[ARAN] Well, I already done told you all th' stories I can think of. I'll think on it, but right now I be stumped.~ IF ~~ THEN EXIT END This has some fun in that Aran can tell random stories, and even repeat himself, as people often do. After all possible stories are told, the dialog politely lets the player know that no matter how many million times they click, all potential pathways have been taken. But this one, well - let's just say that it is bad enough in RL to hear the story of how Jerry got into Harvard for the 17000th time.... so this one is a little too real for me. So, let's play with the loop variant, add a CHAIN to explore how we might allow a player to get an old story retold, and in general "prettify" the whole concept. Let's see what we can do to extend it to allow some repetiton and more interactivity for the player, too. CODE APPEND ~C-ARANJ~ /* <<WHATEVER_STATE_I_AM_COMING_FROM>> has three replies added- */ + ~!Class("c-aran",BARD_ALL)~ + ~[PC] This is depressing and dark. Come on, Aran, liven things up a bit. Tell me a story.~ + c-aran_tell_untold_story + ~Class("c-aran",BARD_ALL)~ + ~[PC] This is depressing and dark. Come on, Aran, liven things up a bit. Tell me a story.~ + c-aran_tell_untold_story_bard + ~OR(6) ~Global("c-arancarbonara","LOCALS",1) Global("c-arancalimport","LOCALS",1) Global("c-arancalimport","LOCALS",1) Global("c-arangerris","LOCALS",1) Global("c-arandadtrade","LOCALS",1) Global("c-aranfistfight","LOCALS",1) Global("c-aranmoonfight","LOCALS",1)~ + ~[PC] Hey, Aran, I remember you telling a story... can you tell it to me again?~ + c-aran_tell_told_story /* and then, the reply sequence to the above... */ IF ~~ c-aran_tell_untold_story SAY ~[ARAN] I can do that, though I be no bard. Let me see...~ IF ~Global("c-arancarbonara","LOCALS",0)~ GOTO a1433 IF ~Global("c-arancalimport","LOCALS",0)~ GOTO a1432 IF ~Global("c-arangerris","LOCALS",0)~ GOTO c-arangerrisnottold IF ~Global("c-arandadtrade","LOCALS",0)~ GOTO c-arandadtradenottold IF ~Global("c-aranfistfight","LOCALS",0)~ GOTO c-aranfistfightnottold IF ~Global("c-aranmoonfight","LOCALS",0)~ GOTO c-aranmoonfightnottold IF ~Global("c-arancarbonara","LOCALS",1) Global("c-arancalimport","LOCALS",1) Global("c-arancalimport","LOCALS",1) Global("c-arangerris","LOCALS",1) Global("c-arandadtrade","LOCALS",1) Global("c-aranfistfight","LOCALS",1) Global("c-aranmoonfight","LOCALS",1)~ GOTO c-aran_all_stories_told END IF ~~ c-aran_tell_untold_story_bard SAY ~[ARAN] I can do that. Just remember, my bardic days be relatively new, so I don't have them all embellished an' prettified, wi' proper pronunciation an' projection. Sorry about that spittle, there. Somethin' about 'p' words, eh?~ = ~[ARAN] Let me see...~ IF ~Global("c-arancarbonara","LOCALS",0)~ GOTO a1433 IF ~Global("c-arancalimport","LOCALS",0)~ GOTO a1432 IF ~Global("c-arangerris","LOCALS",0)~ GOTO c-arangerris IF ~Global("c-arandadtrade","LOCALS",0)~ GOTO c-arandadtrade IF ~Global("c-aranfistfight","LOCALS",0)~ GOTO c-aranfistfight IF ~Global("c-aranmoonfight","LOCALS",0)~ GOTO c-aranmoonfight IF ~Global("c-arancarbonara","LOCALS",1) Global("c-arancalimport","LOCALS",1) Global("c-arancalimport","LOCALS",1) Global("c-arangerris","LOCALS",1) Global("c-arandadtrade","LOCALS",1) Global("c-aranfistfight","LOCALS",1) Global("c-aranmoonfight","LOCALS",1)~ GOTO c-aran_all_stories_told END /* (Of course, they could also be split up and added to several states, if wanted - it is likely that in the final implementation there will be more stories, and certainly two on this list will be screened out if the player has already had the friendtalk that tells of Calimport or the romance talk that tells about the trading incident. ) */ IF ~~ c-aran_all_stories_told SAY ~[ARAN] I can think o' naught that I haven't told you already. Mayhap I can tell you one o' them again?~ ++ ~[PC] No thanks. If you are out of stories, then I hope you come up with some riddles or something, or this will be a very long trip through the Underdark.~ + <<exitstate>> ++ ~[PC] That sounds interesting. Go ahead, tell me something you have already told. Your stories are always interesting.~ + c-aran_tell_told_story ++ ~[PC] I think we have had enough talk. Let's move on.~ + <<exitstate>> ++ ~[PC] Thank the gods you have run out. You stink at telling stories anyways. I was getting tired of humoring you~ + c-aranshutup75 ++ ~[PC] Never mind. I was joking, anyways. I'd rather cut my own throat than hear you blater on about things.~ + c-aranshutup74 END END // of append to c-aranj /* here, we play with CHAIN to allow an expandable state. It only gets triggered if one of those inner conditions is met, so it can build a longer conversation each time a story is told. */ CHAIN ~C-ARANJ~ c-aran_tell_told_story ~[ARAN] Sure thing. I can tell you what I be rememberin', anyways. Let's see...~ == ~C-ARANJ~ IF ~Global("c-arancarbonara","LOCALS",1)~ THEN ~[ARAN]I could tell you about th' rats an' th' Coster waggon again...~ == ~C-ARANJ~ IF ~Global("c-arancalimport","LOCALS",1)~ THEN ~[ARAN] I could tell you about th' first time I got myself to Calimport again, if you want.~ == ~C-ARANJ~ IF ~Global("c-arangerris","LOCALS",1)~ THEN ~[ARAN] I do remember tellin' you about Gerris an' me workin' short haul from Neverwinter to th' Moonshea Isles. That be a tale.~ == ~C-ARANJ~ IF ~Global("c-arandadtrade","LOCALS",1)~ THEN ~[ARAN] I done told you about my father gettin' trapped in th' trade contract... you want to be hearin' it again?~ == ~C-ARANJ~ IF ~Global("c-aranfistfight","LOCALS",1)~ THEN ~[ARAN] I think I told you o' th' time we run off those northmen up in th' Isles, unless you want to be hearin' it again.~ == ~C-ARANJ~ IF ~Global("c-aranmoonfight","LOCALS",1)~ THEN ~[ARAN] I told you about gettin' in wi' th' Fist, but do you want to be hearin' it again?~ == ~C-ARANJ~ ~[ARAN] That be all I can remember tellin' you about, anyhow.~ END + ~Global("c-arancarbonara","LOCALS",1)~ + ~[PC] Tell the story about the rats.~ + a1433 + ~Global("c-arancalimport","LOCALS",1)~ + ~[PC] Tell me about Calimport.~ + a1432 + ~Global("c-arangerris","LOCALS",1)~ + ~[PC] That Gerris fellow - the one you talked about when we first met. Tell me that story again.~ + c-arangerris + ~Global("c-arandadtrade","LOCALS",1)~ + ~[PC] Tell me about the trading gone bad.~ + c-arandadtrade + ~Global("c-aranfistfight","LOCALS",1)~ + ~[PC] Tell me how you ended up in the Flaming Fist again.~ + c-aranfistfight + ~Global("c-aranmoonfight","LOCALS",1)~ + ~[PC] Tell me about that battle up in Moonshea again.~ + c-aranmoonfight ++ ~I think we have had enough talk. Let's move on.~ EXIT APPEND ~C-ARANJ~ IF ~~ c-arangerrisstory SAY ~[ARAN] Gerris were a right fine companion, way back at th' start o' th' Moonshea work I did, an' right before th' Iron Throne got busy makin' life miserable for honest folk. He trained wi' the Old Order, though sometimes he acted more Sun Soul than anythin' else... an' I be right sorry his daughter an' I , we made things right complicated. Happy, though, on account o' it put me in your path, eh?~ = ~[ARAN] But a long time ago Gerris an' I were workin' across to Moonshea on one o' them short-haul galleys what ply that route out o' Neverwinter. Gerris, he trained me right proper, too, an th' cookin' front. He had to be right creative, on account o' most o' th' crew were Luskan fisherfolk, an' thought a good meal were dried fish an' small beer.~ = ~[ARAN] Well, one o' th' older oarsmen, he took a dislike to Gerris right off. There was naught Gerris could do to please th' bastard. He tried cookin' just what th' oarsman wanted, an' makin' it as special as he could, on account o' a trade galley be a small place, an' a little bad feelin' gets magnified right large.~ = ~[ARAN] The bugger would have naught in th' way o' reconciliation, though, and kept gettin' into Gerris' face. Finally, Gerris told him that if he didn't shape up, Gerris would put a curse on him.~ = ~[ARAN] O' course, th' oarsman laughed it off, an' punched Gerris right proper. Gerris didn't say naught, just took the punch, then made some sort o' gesture. Th' two stalked off, an' everyone gave 'em both as wide a berth as possible.~ = ~[ARAN] Well, two days later, th' oarsman came runnin' up from th' head... that be th' latrine, on a boat, a bathroom, right? Well, he came up just hollerin' bloody murder, ran past us, an' dove over th' side. We looked downon him, an' lo an' behold, that bastard was passin' flame instead o' gas!~ = ~[ARAN] We fished him out proper, an' soon he was as right as rain, but Gerris, he just shook his head an' sighed, askin' after th' man's health. He made a few passes wi' his hands in th' air, an' from then on, noone messed wi' him nor wi' me.~ = ~[ARAN] Now, I don't rightly think there were no magic in Geris' hands, him followin' monks ways so short a time. So when I saw him back wi' his wife an' daughter when I got to Amn a few years later, I got him right drunk an' asked him how he did it. An' that's how I learned that a small amount o' fireberries be a great spice... but you put too many in a man's portion, you'd best be gettin' a new set o' clothes lined up right quick, an' some healin' salves on hand. ~ IF ~~ THEN DO ~SetGlobal("c-arangerris","LOCALS",1)~ EXIT END IF ~~ c-aranmoonfight // PLACEHOLDER SAY ~[ARAN] ~ = ~[ARAN] ~ IF ~~ THEN DO ~SetGlobal("c-aranmoonfight","LOCALS",1)~ EXIT END /* Boy, I have been playing a little Mount & Blade, i think... */ IF ~~ c-aranfistfight SAY ~[ARAN] Well, I had just come off o' Moonshea, about as down as a lad can be. My ladylove dead, th' Moonshea companies disbandin' on account o' we thrashed th' Iron Throne bastards... well, more like you thrashed Sarevok an' wiped out their command structure, but th' fightin' in the field was still fierce for a bit afterwards. Sometimes it takes awhile for an army to realize that th' war be over.~ = ~[ARAN] Anyways, I was wanderin' around Nashkel, when th' Guildmaster calls me in an' gives me some work punchin' north on th' Trade way. Small caravan, just a full fist, not anythin' big. A tag along, really, as there were a load o' more powerful costers what had hired th' Flamin' Fist to protect some serious tradin' waggons headed up Neverwinter way, an' we were just really for show more than anythin'. But it was work, so I was not goin' to be turnin' it down, eh? We headed out mid-winter, tryin' our luck.~ = ~[ARAN] Well, we made it up into th' hills north o' Nashkel, an' were just south o' Beregost when we ran into a snow squall in th' middle o' a clear day. Me an' Kalavi... she were th' Stave, but she fought well enough, as she had just recently taken up wi' Ilmater and had been a seasoned fighter same as me... we knew there was more to this than just some freak weather, on account o' no snow squall we ever saw had lightnin' accomanyin' it.~ = ~[ARAN] We spurred up ahead straight into th' storm, keepin' our eyes open, her wi' a big staff an' me wi' my trusty sword ready. Th' wind was somethin' fierce, an' we almost wew about to turmn back out when we broke clear into a bubble o' protection o' some sort. We found ourselves suddenly in th' open, at full gallop across a field o' icy cobblestones, runnin' right up th' arse o' two ice trolls an' a whole mess o' orcs.~ = ~[ARAN] Lucky for us Tymora's Coin was spinnin' our direction. They was too busy payin' attention to th' 'Fist in field plate whackin' at 'em, an' th mage what was holdin' off that magical storm wi' some kind o' big bubble shield. Good thing, too, on account o' we coulnd't have stopped short nohow, not at that speed an' wi' all that ice. Kalavi, she started sayin' somethin', some spell I suppose, but thought better o' it fast enough - tryin' to hold a spell while on horseback is way above what most seasoned clerics can do, an' she had no more than four or five spells total granted by her Cryin' God. Me, I don't fight cavalry-style, but beggars can't rightly be choosers, so I leaned forward an' swung wide, hopin' I wasn't about to kill my own mount leavin' me on th' wrong side o' th' shield wall, so to speak.~ = ~[ARAN] Kalavi came in fast an' brought her staff up like some kind o' fancy lance, an' I'll be damned if it didn't do th' trick. She hit at full gallop, nailin' one o' th' ice trolls in th' head an' knockin' it unconscious wi' one hit, an' then her mount leaped clean over th' shield wall, where she could join in on th' fun proper. Took out one o' th' strongest adversaries, did a nice trick, an' it were a pretty sight.~ = ~[ARAN] Me, on th' other hand... well, i hadn't ever fought no ice Trolls before. So I lopped it's head off beautifully, nice clean arc, before i slipped too far forward an' ended up takin' a right fast rollin' tumble off my horse. She jumped th' line an' was safe, but there I was, all th' wind knocked out o' me, actin' as a bowlin' ball in among the orcs. Well, I scared th' crap out o' some o' them, an' they took to their heels... so I thought I was all in th' clear. I rolled right up to my feet, dusted myself off, an' started walkin' forward to th' line. All those Fist an' Kalavi started whoopin' an' hollerin', and so I just sort o' took a bow, thinkin' they was cheerin' me for scatterin' th' whole mob. Just as I did, I feel a whiff o' ice cold air on th' back o' my neck, an' tripped forward flat on my face.~ = ~[ARAN] Well, long story short, I didn't know that ice trolls just grow back if there be no fire nor acid scattered. My lucky little bow an' trip saved me my sorry hide, as there was now two Ice trolls clawin' at me. Th' Fist an' Kalavi clobbered 'em both pincushionin' them wi' arrows an' sling stones spelled wi' fire, savin' my sorry arse. But th' officer in charge o' th' Fist didn't realize it were my own clumsiness an' a twist o' Tymora's Coin what did the trick. She thought I clobbered th' troll, bowled over th' orcs, took a casual bow in front o' th' two trolls, an cool as a cucumber stopped dropped, an' rolled to allow th' rest o' th' unit to take 'em out. She hired us both on th' spot, an' we never told naught about it.~ IF ~~ THEN DO ~SetGlobal("c-aranfistfight","LOCALS",1)~ EXIT END END // of append to c-aranj Now, a little tweaking, and a test in-game to see if the story can be consolidated into less screens, or perhaps tightened up, and we have successfully created a set of stories that can be used as a resource for several talks, with replication only if the palyer requests. Using the variables, we can even add replies into other states that reference the information, just the way we tell our friends things in referent to their personal experiences.... CODE + ~Global("c-aranfistfight","LOCALS",1)~ + ~[PC] Oh no you don't... you stay back here and get those fire arrows ready. You don't want a repeat of that whole Ice troll incident, now do you?~ + c_great_you_used_my_story_against_me_you_bugger + ~Global("c-arangerris","LOCALS",1)~ + ~[PC] Hells no, you are not doing the cooking tonight. You have been fighting with Viconia again, and Gerris taught you way too many ways to get even!~ + c_who_me?_I_would_never_do_such_horrible_things
  21. 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
  22. CODE /* ToB Plot Talk 1: Saradush */ IF ~Global("c-aransaradsush","GLOBAL",1)~ THEN BEGIN c_saradush_is_a_mess SAY ~[ARAN] That were an ugly sight, for sure. Th' whole city sacked. Enough to give anyone a right nasty set o' dreams.~ ++ ~[PC] I couldn't close my eyes at all. I kept seeing the city of Saradush... burning.~ + c_sard_ar1 ++ ~[PC] I slept well enough, though I do have sympathy for those hurt because of my kind.~ + c_sard_ar3 ++ ~[PC] What? Did I miss something? I slept like the dead.~ + c_sard_ar4 + ~Global("c-aranrom"GLOBAL",2)~ + ~[PC] I had you as a distraction. I slept well enough.~ + c_sard_ar7 ++ ~[PC] I have seen worse. Sardush is not the first time I have experienced full-scale slaughter of innocents.~ + c_sard_ar8 ++ ~[PC] I... I do not want to talk about it.~ + c_sard_ar9 END IF ~~ c_sard_ar1 SAY ~[ARAN] I feel th' same. I worried a mite bit that you would feel distant. I went through that, for a time. It... well, it didn't turn out to be th' best way to handle things.~ IF ~~ THEN GOTO c_sard_ar2 END IF ~~ c_sard_ar2 SAY ~[ARAN] <CHARNAME>, you have a depth to you what makes th' difference between those what rise to power at every cost an' those who pick an' choose th' costs. That marks you as different from most wi' th' kind o' power you wield.~ ++ ~[PC] I am not sure you are correct, but I share your concern. I will see to it that this kind of thing cannot happen again.~ + c_sard_ar6 ++ ~[PC] I don't choose. War is like any other large force, like wind, or lightning. We can seek to control part of it, but unless we are gods, we can only change a very small portion. We only have so much power to change things.~ + c_sard_ar4 ++ ~[PC] I know, and I am tired of the choices others are making. I will be noticed. I will be a power to be reckoned with.~ + c_sard_ar4 ++ ~[PC] I am sick of having so much power, but no way to change things for the better. I don't think I can handle this.~ + c_sard_ar12 ++ ~[PC] I don't want to talk about this.~ + c_sard_ar9 END IF ~~ c_sard_ar3 SAY ~[ARAN] Those o' your... blighted hells, <PRO_MANWOMAN>, what exactly be "your kind"? I be hopin' you haven't lost your senses. We done already seen that 'Bhaalspawn' be varied just like any other race - if you can call it such.~ IF ~~ THEN GOTO c_sard_ar2 END IF ~~ c_sard_ar4 SAY ~[ARAN] War an' power go hand in hand, true enough. Th' expense o' the fallen in Saradush - if you look at th' pain an' sufferin', it be wrong. If you look at th' waste o' useful lives, even potential slaves, it be wrong. If you look at th' loss o' goods an' services, it be wrong. Hells, even if you be a soul-eatin' demonic Drow-child, this be just plain useless to anyone's plans.~ = ~[ARAN] There be only two ways this makes sense; one, someone tryin' to create a legion o' undead, or two, someone who revels in chaos an' sufferin'.~ ++ ~[PC] Either way, the chaos will to be my advantage. I will use this as an excuse to eradicate every power which refuses to follow my wishes.~ + c_sard_ar5 ++ ~[PC] It does not matter. I will make sure things like this never happen again.~ + c_sard_ar4 ++ ~[PC] War and power may go hand in hand, but love can bind those hands and still them.~ + c_sard_ar10 ++ ~[PC] You are forgetting the true cost. This means all of the Prophecies are coming true. There will be no refuge or allies for us, anywhere. We will be hunted like animals.~ + c_sard_ar11 ++ ~[PC] Pain. Suffering. Waste. These are just symptoms. Someone has to wipe out war itself.~ + c_sard_ar6 ++ ~[PC] I look at things like this, and I just want to turn back time. I want to go back to Candlekeep, and hide somewhere in the stacks, locked away, protected from all this madness and death.~ + c_sard_ar16 END IF ~~ c_sard_ar7 SAY ~[ARAN] Distraction may be nice, but a thing like this will scar any man or woman what sees it.~ ++ ~[PC] I keep seeing the city of Saradush... burning. It is not a pleasant sight.~ + c_sard_ar1 ++ ~[PC] I slept well enough, though I do have sympathy for those hurt because of my kind.~ + c_sard_ar3 ++ ~[PC] I have seen worse. Sardush is not the first time I have experienced full-scale slaughter of innocents.~ + c_sard_ar8 ++ ~[PC] I... I do not want to talk about it.~ + c_sard_ar9 END IF ~~ c_sard_ar8 SAY ~[ARAN] Me niether. But I never got so callous as not to feel anythin'. Th' waste, th' ugliness...~ ++ ~[PC] It is beautiful, isn't it? The raw power, loosed untamed and unfettered, drenching everything in blood and meaningless death...~ + c_sard_ar5 ++ ~[PC] It is sickening.~ + c_sard_ar1 ++ ~[PC] I want revenge. I want the... things. The things that did this. I want them to suffer.~ + c_sard_ar1 ++ ~[PC] None of this is our concern. We did the best we could to save the city.~ + c_sard_ar2 END IF ~~ c_sard_ar9 SAY ~[ARAN] No bein' in their right mind does. But you will sleep better if you do.~ ++ ~[PC] What is there to say? The weak get killed by the strong. War has a power of its own. There is nothing I can do about it.~ + c_sard_ar4 ++ ~[PC] It is my fault. I should have split the party, leaving behind someone to help.~ + c_sard_ar14 ++ ~[PC] I said I don't want to talk about it. Be quiet, or I will make sure you can't speak for a whole day.~ + c_sard_ar11 ++ ~[PC] You have been in war. What do you do with the feelings of guilt?~ + c_sard_ar13 ++ ~[PC] I sleep just fine, thank you. I understand that some things are beyond my power to control.~ + c_sard_ar4 ++ ~[PC] If I ever get a chance, I am going to put a stop to all this bloodshed.~ + c_sard_ar10 END IF ~~ c_sard_ar5 SAY ~[ARAN] <CHARNAME>, I think this be not th' first time I have mentioned that you scare th' livin' crap out o' me.~ IF ~~ THEN EXIT END IF ~~ c_sard_ar6 SAY ~[ARAN] Impossible. Unless you eradicate every creature on this plane o' existence, an' mayhap beyond, you won't stop somethin' as ugly, wasteful, an' horrible from happenin' again, even if you were Ao incarnate. But I sure as Helm's Ever-Seein' Eyes will back you tryin' to make sure it don't happen very often.~ IF ~~ THEN EXIT END IF ~~ c_sard_ar10 SAY ~[ARAN] That be a nice sentiment. I don't think it be practical, but then again, if you say it... mayhap it will come true.~ IF ~~ THEN EXIT END IF ~~ c_sard_ar11 SAY ~[ARAN] Now, that be an awful thought.~ IF ~~ THEN EXIT END IF ~~ c_sard_ar12 SAY ~[ARAN] No sane one o' us could. But you have a right bit o' depth to you, <CHARNAME>. You can handle this, an' more. Just remember, right or wrong, good or bad, I'd rather have you makin' th' choices rather than th' bastards what would slaughter everyone for no reason at all. I have faith. You will prevail.~ IF ~~ THEN EXIT END IF ~~ c_sard_ar13 SAY ~[ARAN] Before I met you, I tried to forget. I drank, I caroused, I swore, I did anythin' what made me feel like I had some control over a small portion o' my life.~ = ~[ARAN] Now that I have met you, I put those feelin's into a task, an' an idea. Basically, you be th' reason I can deal wi' everythin'. For right or wrong, when I be at your side, I have a place an' a purpose. That be enough for me.~ IF ~~ THEN EXIT END IF ~~ c_sard_ar14 SAY ~[ARAN] Th' end result would have been worse. One o' us tryin' to take on an entire army might have delayed things an hour or so. But even th' avatar of a god can be taken down when th' odds are thousands to one.~ ++ ~[PC] Does saying that make you feel better?~ + c_sard_ar15 ++ ~[PC] I guess you are right. I just keep feeling that this is so wrong, so utterly wrong. I can't get it out of my mind.~ + c_sard_ar12 END IF ~~ c_sard_ar15 SAY ~[ARAN] No. But it be a good thing to remind any o' us mere mortals that we are not th' center o' everythin'. An' we can look at this an' let it fuel our revenge, on account o' th' perpetrators o' this atrocity needs be hunted down an' slain like th' beasts they be.~ IF ~~ THEN EXIT END IF ~~ c_sard_ar16 SAY ~[ARAN] That be a nice sentiment. I don't think it be practical, but then again, sometimes I make myself a little space in my head an' go there, all by myself, just to remember what I be fightin' for. Just... just don't be stayin' there too long, eh?~ = ~[ARAN] Th' problem wi' hidin' away in your head is that your head be attached to th' mortal world. An' hidin' for a little mayhap gives some respite, but it does naught for actually changin' things or protectin' us from bein' th' next target o' this bloodshed.~ IF ~~ THEN EXIT END
  23. In <<this thread>> we were tracing ways of adding in install choices for players. in the meantime, the bigg has come up with some new WeiDU possibilities that allow some interesting ways of "swinging" code into separate branches based on setting/reading variables and matching against their values. Basically, the same kind of thinking that PATCH_IF statements use, but on a larger scale. Never one to do something and let it just sit, let's recast the player choices on install using this new method. He has a bunch of these new commands that might be interesting to heavy coders, but for gadabouts like me, ACTION_MATCH is the simplest to understand and shows basically what he is allowing in various forms by supporting this kind of code behavior. note: Doing this is fun for me, but in this particular case it is hitting a fly with an ICBM. I suspect other code which relies on massive internal checking and patching based on a whole series of variables could be cleaned up using this kind of construction, done better - the code below is very clunky and linear, and does not take advantage of the heaviest potential gains, where separate 'building blocks" could be swapped in based on multiple matches or "guarding conditions" or whatever the big Boyz and Girlz use for terminology. Basically, stuff like IF (A) AND (NOT B) AND © AND (D) AND (NOT E) IF (NOT A) AND (NOT B) AND © AND (D) AND (NOT E) IF (NOT A) AND (B) AND © AND (NOT D) AND (NOT E) etc. etc. can be set up with a series of individual matched blocks of code, and put into play that way rather than creating a whole series of individual 'cases'. The end Result of This As Applied To Aran CODE BEGIN ~Aran Whitehand, "No Choices Wanted" (Fighter)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ OUTER_SET class_choice = 5 LAUNCH_ACTION_MACRO customized_cre_choice ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END BEGIN ~Aran Whitehand, Mage Dual-Class stats configuration (Tinker)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ OUTER_SET class_choice = 1 LAUNCH_ACTION_MACRO customized_cre_choice ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END BEGIN ~Aran Whitehand, Cleric Dual-Class stats configuration (Tailor)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ OUTER_SET class_choice = 2 LAUNCH_ACTION_MACRO customized_cre_choice ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END BEGIN ~Aran Whitehand, Fighter stats configuration (Soldier)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ OUTER_SET class_choice = 3 LAUNCH_ACTION_MACRO customized_cre_choice ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END BEGIN ~Aran Whitehand, Thief Dual-Class stats configuration (Spy)~ FORCED_SUBCOMPONENT ~Choose Which Aran Configuration to install...~ REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ ~Aran Whitehand must be installed for this to work.~ OUTER_SET class_choice = 4 LAUNCH_ACTION_MACRO customized_cre_choice ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB .cre file COPY_EXISTING ~c-aran7.cre~ ~override/c-aran13.cre~ WRITE_LONG 0x18 2500000 // current XP 2500000, ToB start WRITE_ASCII 0x2cc ~C-ARN25A~ #8 /* dialogue */ WRITE_ASCII 0x280 ~C-ARAN~ #32 /* DV */ WRITE_ASCII 0x248 ~C-ARN25~ #8 /* override script */ END For an "allow me to choose" subcomponent, or we let players just skip all the crap: ACTION_READLN and Other Macros as Building Blocks Instead of the code in the previous thread, first we pull everything we can out into discreet blocks and turn them into "get information from the user" macros and "work on the .cre" macros. That allows us to individualize the class choice ones, change the order, and most of all get everything set up, then copy the .cre once and apply all the changes in one swoop. CODE DEFINE_ACTION_MACRO aran_wealth_selection BEGIN OUTER_FOR( aran_wealth = 0; ~%aran_wealth%~ STRING_COMPARE_REGEXP ~^[123]$~; )BEGIN PRINT ~Please choose from the following choices to modify starting armor and weapons available to him: [1] Aran is down-and-out poor and has sold off most of his good equipment. [2] Aran has kept most of his good gear. [3] Aran has kept the best gear available to a successful mercenary. Please select 1, 2, or 3 and press enter.~ ACTION_READLN aran_wealth END END DEFINE_ACTION_MACRO aran_armor_choice BEGIN OUTER_FOR( aran_armor_choice = 0; ~%aran_armor_choice%~ STRING_COMPARE_REGEXP ~^[12345]$~; )BEGIN PRINT ~Please choose from the following starting armor choices for Aran: [1] Leather [2] Studded Leather [3] Chain [4] Splint [5] Plate Please select 1, 2, 3, 4, or 5 and press enter.~ ACTION_READLN aran_armor_choice END END DEFINE_ACTION_MACRO aran_mage_choice BEGIN OUTER_FOR( weapon_choices = 0; ~%weapon_choices%~ STRING_COMPARE_REGEXP ~^[123]$~; )BEGIN // one way of setting up for READLN PRINT ~You are probably going to Dual-Class Aran to Mage. He currently has proficiencies as follows: ** Long Sword ** Quarterstaff ** Dagger Please choose from the following starting weapon choices and press enter: [1] Long Sword, Shield, Dagger [2] Long Sword, Shield, Quarterstaff [3] Long Sword, Shield, Potions of healing~ ACTION_READLN ~weapon_choices~ END END DEFINE_ACTION_MACRO aran_cleric_choice BEGIN OUTER_FOR( weapon_choices = 0; ~%weapon_choices%~ STRING_COMPARE_REGEXP ~^[1234]$~; )BEGIN // one way of setting up for READLN PRINT ~You are probably going to Dual-Class Aran to Cleric. He currently has proficiencies as follows: * Long Sword * Hammer * Mace * Flail ** Sword and Shield Style Please choose from the following starting weapon choices: [1] Long Sword, Shield, Mace [2] Long Sword, Shield, Quarterstaff [3] Long Sword, Shield, Hammer [4] Long Sword, Shield, Flail~ ACTION_READLN ~weapon_choices~ END END DEFINE_ACTION_MACRO aran_fighter_choice BEGIN OUTER_FOR( weapon_choices = 0; ~%weapon_choices%~ STRING_COMPARE_REGEXP ~^[123456]$~; )BEGIN // one way of setting up for READLN PRINT ~You are probably going to leave Aran as a fighter. He currently has proficiencies as follows: ** Long Sword ** Bastard Sword * Long Bow * Sword and Shield Please choose from the following starting weapon choices: [1] Long Sword, Shield, Dagger [2] Long Sword, Shield, Long Bow [3] Long Sword, Shield, Potions of healing [4] Bastard Sword, Shield, Dagger [5] Bastard Sword, Shield, Long Bow [6] Long Sword, Shield, Hammer~ ACTION_READLN ~weapon_choices~ END END DEFINE_ACTION_MACRO aran_thief_choice BEGIN OUTER_FOR( weapon_choices = 0; ~%weapon_choices%~ STRING_COMPARE_REGEXP ~^[12345]$~; )BEGIN // one way of setting up for READLN PRINT ~You are probably going to Dual-Class Aran as a Thief. He currently has proficiencies as follows: ** Long Sword ** Short Sword * Dagger * Crossbow Please choose from the following starting weapon choices: [1] Long Sword, Shield, Dagger [2] Long Sword, Shield, Crossbow [3] Long Sword, Shield, Potions of healing [4] Short Sword, Shield, Dagger [5] Short Sword, Shield, Crossbow~ ACTION_READLN ~weapon_choices~ END END Now, we have user choices defined, and we can apply them in a new macro, customized_cre_choice. Here, we are looking to "swing" the code into different branches based on the class, chosen, because we are working with two unique building blocks. While wealth and armor are the same for each, we need to bring a different base .cre into play, and the proficiency set (and weapons choices) vary by the base .cre chosen. So we need to a. look at what the player chose, b. swing a block of code temporarily down an alternate track based on that c. remind the player what they chose (and list it in the .DEBUG for troubleshooting) d. then bring everything back to order. So, CODE ACTION_MATCH ~var~ WITH 1 BEGIN <<do case 1 >> END 2 BEGIN <<or else do case 2 >> END DEFAULT <<or if neither 11 nor 2, then do case 3/default actions >> END In Aran's implementation (tested and works; horribly clumsy though), instead of talking I commented stuff: CODE /* Installing one of the 5 forced subcomponents does OUTER_SET class_choice = 1 or 2 or 3 or 4 or 5 (5 = no player choices wanted). */ DEFINE_ACTION_MACRO customized_cre_choice BEGIN // define the instruction set to be called in other places ACTION_MATCH ~%class_choice%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 1 // the first check. If %class_choice% = 1, the next stuff will work, else check the next BEGIN /* mage dual-class build */ LAUNCH_ACTION_MACRO aran_wealth_selection LAUNCH_ACTION_MACRO aran_mage_choice LAUNCH_ACTION_MACRO aran_armor_choice ACTION_MATCH ~%aran_wealth%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 3 BEGIN PRINT ~Aran is successful~ END 2 BEGIN PRINT ~Aran is of average wealth~ END DEFAULT PRINT ~Aran is down-and-out poor~ END ACTION_MATCH ~%aran_armor_choice%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 1 BEGIN PRINT ~Leather Armor~ END 2 BEGIN PRINT ~Studded Leather Armor~ END 3 BEGIN PRINT ~Chain Mail~ END 4 BEGIN PRINT ~Splint Mail~ END DEFAULT PRINT ~Plate Armor~ END /* we are using READLN values to set a variable - the mod range of possible combos is 1 to 15 inclusive, so we can't just read it directly */ ACTION_MATCH ~%weapon_choices%~ // check this value WITH // against the following 3 cases, so 1 BEGIN OUTER_SET ~aran_weapon_set~ = 1 // Long Sword, Shield, Dagger PRINT ~Long Sword, Shield, Dagger~ PRINT ~~ END 2 BEGIN OUTER_SET ~aran_weapon_set~ = 2 // Long Sword, Shield, Quarterstaff PRINT ~Long Sword, Shield, Quarterstaff~ PRINT ~~ END 3 BEGIN OUTER_SET ~aran_weapon_set~ = 3 // Long Sword, Shield, Potions of healing PRINT ~Long Sword, Shield, Potions of Healing~ PRINT ~~ END DEFAULT // this should never run, but as an emergency fallback OUTER_SET ~aran_weapon_set~ = 6 // Long Sword, Shield, Long Bow PRINT ~Long Sword, Shield, Long Bow~ PRINT ~~ END COPY ~aranw/cre/c-arnmge.cre~ ~override/c-aran7.cre~ // copy the base .cre into the game, and LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END // of dual-to-mage swing 2 // the second check. If %class_choice% = 2, the next stuff will work, else check the next BEGIN /* cleric dual-class build */ LAUNCH_ACTION_MACRO aran_wealth_selection LAUNCH_ACTION_MACRO aran_cleric_choice LAUNCH_ACTION_MACRO aran_armor_choice ACTION_MATCH ~%aran_wealth%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 3 BEGIN PRINT ~Aran is successful~ END 2 BEGIN PRINT ~Aran is of average wealth~ END DEFAULT PRINT ~Aran is down-and-out poor~ END ACTION_MATCH ~%aran_armor_choice%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 1 BEGIN PRINT ~Leather Armor~ END 2 BEGIN PRINT ~Studded Leather Armor~ END 3 BEGIN PRINT ~Chain Mail~ END 4 BEGIN PRINT ~Splint Mail~ END DEFAULT PRINT ~Plate Armor~ END ACTION_MATCH ~%weapon_choices%~ // check this value WITH // against the following 3 cases, with 4 or anything else defaulting to a '"standard choice" 1 BEGIN OUTER_SET ~aran_weapon_set~ = 4 // Long Sword, Shield, Mace PRINT ~Long Sword, Shield, Mace~ PRINT ~~ END 2 BEGIN OUTER_SET ~aran_weapon_set~ = 2 // Long Sword, Shield, Quarterstaff PRINT ~Long Sword, Shield, Mace~ PRINT ~~ END 3 BEGIN OUTER_SET ~aran_weapon_set~ = 12 // Long Sword, Shield, Hammer PRINT ~Long Sword, Shield, Mace~ PRINT ~~ END DEFAULT // this will run on 4, or as an emergency fallback OUTER_SET ~aran_weapon_set~ = 5 // Long Sword, Shield, Flail PRINT ~Long Sword, Shield, Flail~ PRINT ~~ END COPY ~aranw/media/c-arnclr.cre~ ~override/c-aran7.cre~ // the cleric stat L7 .cre LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END // of dual-to-cleric swing 3 // the third check. If %class_choice% = 3, the next stuff will work, else check the next BEGIN /* fighter single-class build */ LAUNCH_ACTION_MACRO aran_wealth_selection LAUNCH_ACTION_MACRO aran_fighter_choice LAUNCH_ACTION_MACRO aran_armor_choice ACTION_MATCH ~%aran_wealth%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 3 BEGIN PRINT ~Aran is successful~ END 2 BEGIN PRINT ~Aran is of average wealth~ END DEFAULT PRINT ~Aran is down-and-out poor~ END ACTION_MATCH ~%aran_armor_choice%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 1 BEGIN PRINT ~Leather Armor~ END 2 BEGIN PRINT ~Studded Leather Armor~ END 3 BEGIN PRINT ~Chain Mail~ END 4 BEGIN PRINT ~Splint Mail~ END DEFAULT PRINT ~Plate Armor~ END ACTION_MATCH ~%weapon_choices%~ // check this value WITH // against the following 3 cases, with 4 or anything else defaulting to a '"standard choice" 1 BEGIN OUTER_SET ~aran_weapon_set~ = 1 // Long Sword, Shield, Dagger PRINT ~Long Sword, Shield, Dagger~ PRINT ~~ END 2 BEGIN OUTER_SET ~aran_weapon_set~ = 6 // Long Sword, Shield, Long Bow PRINT ~Long Sword, Shield, Long Bow~ PRINT ~~ END 3 BEGIN OUTER_SET ~aran_weapon_set~ = 3 // Long Sword, Shield, Potions of healing PRINT ~Long Sword, Shield, Potions of healing~ PRINT ~~ END 4 BEGIN OUTER_SET ~aran_weapon_set~ = 7 // Bastard Sword, Shield, Dagger PRINT ~Bastard Sword, Shield, Dagger~ PRINT ~~ END 5 BEGIN OUTER_SET ~aran_weapon_set~ = 8 // Bastard Sword, Shield, Long Bow PRINT ~Bastard Sword, Shield, Long Bow~ PRINT ~~ END DEFAULT // this will run on 6, or as an emergency fallback OUTER_SET ~aran_weapon_set~ = 12 // Long Sword, Shield, Hammer PRINT ~Long Sword, Shield, Hammer~ PRINT ~~ END COPY ~aranw/cre/c-arnftr.cre~ ~override/c-aran7.cre~ // the fighter stat L7 .cre LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END // of just-a-fighter swing 4 // the second check. If %class_choice% = 4, the next stuff will work, else check the next BEGIN /* thief dual-class build */ LAUNCH_ACTION_MACRO aran_wealth_selection LAUNCH_ACTION_MACRO aran_thief_choice LAUNCH_ACTION_MACRO aran_armor_choice ACTION_MATCH ~%aran_wealth%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 3 BEGIN PRINT ~Aran is successful~ END 2 BEGIN PRINT ~Aran is of average wealth~ END DEFAULT PRINT ~Aran is down-and-out poor~ END ACTION_MATCH ~%aran_armor_choice%~ // the thing we are checking to allow the code to "swing" to variants, the "case" WITH 1 BEGIN PRINT ~Leather Armor~ END 2 BEGIN PRINT ~Studded Leather Armor~ END 3 BEGIN PRINT ~Chain Mail~ END 4 BEGIN PRINT ~Splint Mail~ END DEFAULT PRINT ~Plate Armor~ END ACTION_MATCH ~%weapon_choices%~ // check this value WITH // against the following 3 cases, with 4 or anything else defaulting to a '"standard choice" 1 BEGIN OUTER_SET ~aran_weapon_set~ = 1 // Long Sword, Shield, Dagger PRINT ~Long Sword, Shield, Dagger~ PRINT ~~ END 2 BEGIN OUTER_SET ~aran_weapon_set~ = 9 // Long Sword, Shield, Crossbow PRINT ~Long Sword, Shield, Crossbow~ PRINT ~~ END 3 BEGIN OUTER_SET ~aran_weapon_set~ = 3 // Long Sword, Shield, Potions of healing PRINT ~Long Sword, Shield, Potions of healing~ PRINT ~~ END 4 BEGIN OUTER_SET ~aran_weapon_set~ = 10 // Short Sword, Shield, Dagger PRINT ~Short Sword, Shield, Dagger~ PRINT ~~ END DEFAULT // this will run on 5, or as an emergency fallback OUTER_SET ~aran_weapon_set~ = 11 // Short Sword, Shield, Crossbow PRINT ~Short Sword, Shield, Crossbow~ PRINT ~~ END COPY ~aranw/cre/c-arnthf.cre~ ~override/c-aran7.cre~ // the thief stat L7 .cre LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END // of dual-to-thief swing DEFAULT // the fall-through check. If %class_choice% was not 1, 2, 3, or 4, the default code will run PRINT ~No class choice was chosen... installing Aran's Default (Fighter, moderate wealth, long sword and bow)~ /* Set up the variables for a default .cre so BWP folks don't have to deal with READLN */ OUTER_SET ~aran_wealth~ = 2 // experienced mercenary with some resources OUTER_SET ~aran_weapon_set~ = 6 // Long Sword, Shield, Long Bow OUTER_SET ~aran_armor_choice~ = 4 // splint COPY ~aranw/cre/c-arnftr.cre~ ~override/c-aran7.cre~ // the fighter stat L7 .cre LAUNCH_PATCH_MACRO ~aran_cre_setup~ // patch in player choices using this pre-defined code END // of default swing END // of define action macro This usage is interesting to me in that it shows how you can nest both macros and ACTION_MATCH WITH . It is a criminal waste of space to use this for just PRINT materials the way I have; the better usage would be to fully convert the various PATCH_IF statements and that whole pyramid of materials found in aran_cre_setup into a better/tighter logic chain, so that i could do away with SUBCOMPONENT entirely. Using this idea, the whole thing could be built into one component, and we could ask "Default, or choice?" and then if a person chose choice, they could run everything through a single run of code that asked and adjusted for responses. To do this, instead of using LAUNCH_PATCH_MACRO ~aran_cre_setup~ the currently unchanged contents of aran_cre_setup's PATCH_IF statements would be integrated into the above.
  24. WARNING. WoT™ ( Wall of Text - n., Infinity Engine modder and forum slang, meaning long expository writing in a forum post that makes the reader's eyes glaze over and may result in said player loading up Oblivion, because bad eye-candy is better than semi-literate expository grandstanding by pseudo-intellectual wannabe posers. For examples visit any form and look at anything dealing with inter-community flamewars. ) I like to think about stuff like this, but just in case the WoT™ looks like I am taking this all a little too seriously, don't worry - I have not gone any farther off of the deep end than I usually do - just thinking about stuff and playing with ideas, just this time sparked by other folk's analysis and suggestions on what works and doesn't work for them in this mod. SYNOPSIS: Mods might be like FanFics, but they have significantly more flexibility, allowing interactivity. So far, Aran has been built with a "reply net", focusing more on player voice than on his own. range = "author-constructed fanfic unraveled by players" to "player-constructed fanfic with author-developed-and-given possibilities" Leaning so far to "player-constructed fanfic" can break down, resulting in characterization loopholes and inconsistencies. One suggested way out of this is to build parallel storylines through use of defined player psychologies. Examples given from existing mods and schematics and potential implementation in Aran given. To cut to the chase and skip all the talk, just getting to the new content, skip forward to <<this post>>. Fanfic construction vs. Mod construction A mod as an interactive fanfic. As a global idea, this seems sound - both are playing with other people's created worlds, and injecting the author's ideas and point of view into that already created world. I think that most mods follow varying degrees of this, from the point of view of the NPC and his or her story. On the other hand, mods allow something a fanfic cannot. Instead of the constrained story, I think a game 'story' can be built out of the freedoms given to a player. The question is, can I do it without losing focus and a sense of the NPC's personality? Can a mod allow the player to construct the story (whether intentionally or unintentionally) through direct interaction and choice, with minimal pre-scribing of player intent? Basically, if we give the player enough of a "net" of interactive possibilities that remain true to an NPC's personality, can the player construct the level of hijack/secondary plot-line they want? The range I am thinking about is "author-constructed fanfic unraveled by players" to "player-constructed fanfic with author-developed-and-given possibilities". Aran started out as a fun little experiment as a 'Companion' mod, with a single immutable plot-point - PC and Aran will be together for the entire game, if PC wants, regardless of choices (OK, except when PC has a reputation of 1, or sends him away specifically saying "never return", and/or kills him outright). This means the challenge is to allow players enough options to be able to explore why a character so obviously fascinated with PC will do this, regardless of player actions. Can he keep his personality, and tell a great side-story, and enrich the main storyline, while pretty much existing as window dressing and exploration of background material? He is a sidekick, not a hero, so his "story" is supposed to be the interaction between him and PC and the relationship they develop.Here, the player and player's motives/personality is unknown. That, by its very nature, has an opposite focus from a traditional fanfic. So What? Big deal. Who cares - a mod is a mod, and people want to play the game with some fun new content. Except... in this case, the materials I am working on have an odd point of view. When most modders write, they think in terms of the character they are writing (duh). So, an action comes up, and NPC talks about how they see the thing happening. But Aran has been written from the opposite point of view - what would PC say? What would he do? Coming up with Aran's stuff has been very easy. Coming up with what PCs reactions are and what a player would really like to be able to say has been very, very difficult. In essence, writing a construction set of possibilities and handing them to a player is an inside-out mod. Applying This To Aran: Strengths and Weaknesses As the mod has moved along, my focus has been on reply states that allow multiple types of PCs to have something interesting to have as a response. Game limitations and writing time limitations restrict what is possible; having 100 separate replies for each line is obviously a bad way to go (just imagining reading each one would be an instant "uninstall this POS and fire up Tashia and play again" for me). Early on, constraints were reputation-driven or good/evil/neutral driven, then loosened up to a blanket of no more than 6 undefined (malleable) replies that often branched out the way RL dialogs do (not always really returning to the topic). In PID's, we explored a bunch of ways of customizing to the player; in most materials, we have side branches in talks for specific kits, classes, and even ones for folks who have changed Aran into other class/kit types. Berelinde's 'Bennet Rubric' came into play in later stages, as she explored some great and intricate possibilities for dialog construction in Gavin (and we often trade ideas and work on implementations and recheck with each other, as two sets of modder eyes on the same code can sometimes catch things better than just one). But my focus, frankly, has been less about PC and Aran and more about Player Choices. And it has brought up an interesting point - how does this reconcile with storytelling, where we expect PC to have a consistent voice (because we wrote all her lines and fed them to him or her)? More importantly, are we (am I) making the Aran a player creates internally consistent enough that he doesn't sound insane? At first glance, way way back in the initial brainstorming for the mod, I passed on the idea of determining one single set of PC assumptions to respond to. I felt that CODE A [ARAN] I want to be talkin' about th' weather, now. [PC - EVIL] [PC - NEUTRAL] [PC - GOOD] [PC - EXIT] is very BioWare™. Not bad - just not where I wanted to play about. In one respect, I now understand why BioWare™ limits their dialog to this king of pathing - and why DA2 will have less possibilities even than DA:O (they have chosen 6 maximum possible, too, which makes me feel kind of good to have figured out a good boundary). This kind of dialog structure means they can use things very cleanly: CODE A [ARAN] I want to be talkin' about th' weather, now. [PC - EVIL] + B [PC - NEUTRAL] + B [PC - GOOD] + B [PC - EXIT] EXIT B [ARAN] I want to be talkin' about your response th' weather in a general way. [PC - EVIL] EXIT [PC - NETUTRAL] EXIT [PC - GOOD] EXIT This is incredibly simplified, and of course there are plenty of examples of where they went further, but the basic schematic is JCompton's "Looping Lovetalk Branch" technique. To be blunt, I figured that having a "net" or "cloud" of PC replies would be enough to cover all bases, especially as I wanted to allow players to roleplay chaotic as well as lawful characters. So, the inherent silliness that could result by purposefully choosing contracting and opposite reactions would be covered by a chaotic PC getting chaos in return - a talk where things didn't work out the way you would expect could be ignored, because it fit not choosing the expected pathway for the roleplayer. To put this more clearly, I figured without face-to-face human contact and all of the visual, auditory, etc. cues and social mannerisms, I can write CODE [ARAN] Now, what be th' idea, here... do I have naught in th' way o' counsel on this? and then I as a modder am free to re-purpose this statement based on where the player comes from and to: CODE [PC] I think you need a bath. You smell like a... well, you stink. [ARAN] Now, what be th' idea, here... do I have naught in th' way o' counsel on this? [PC] No. Get in there, and Korgan will be in with you in a minute with a stiff scrub brush. I'll heal you when you get out, if you have any skin left. [PC] I think I love you... I know Kivan is getting very fond of me, but... do you want to kiss me? [ARAN] Now, what be th' idea, here... do I have naught in th' way o' counsel on this? [PC] Of course you do. I just thought you might... you might want to kiss me. [ARAN] Now, what be th' idea, here... do I have naught in th' way o' counsel on this? [PC] No. I told you I would prefer to resolve things peaceably, but imprisoning a nymph is just wrong. Razzefelow needs to die. Stop thinking like a tactician, and start using your heart. In some respects, this works well. I can cross over between states in certain places, making content play out in many different ways, and avoid some state duplication. And having not specifically set out to create individual streams of thought (trying to make sure most if not all dialog states have responses that deal with as many possible player personalities as can be written for/imagined), many times the resulting play-through creates fun byplay more similar to RL conversation, where the results are sometimes not the way the player intended, because when PC says X, Aran can hear Y. Most of the feedback on allowing interesting and more involved player choices has been very positive; giving a player more potential options (even if they end up all leading back to the same end state) definitely works. What I didn't think all the way through is while many different ways a single statement may be taken can be a powerful weapon when crafting code, it can be a mess when it comes to storytelling - and it is a very sharp two-edged sword indeed. CODE [PC] (Kiss him gently under the chin) + [ARAN_RESPONDS] Did PC just ask him to sleep with her? Did PC just back him down from trying to make out with her by reducing the pace of the action? Did PC just nonverbally say "Hey, I like you a lot, but let's slow down" or was it "I like you a lot - you can go further" or "Hey, you like all this physical stuff, but I am ambivalent... why don't we play cards instead" or was it "Hmmm... I think if he lifts that jugular vein a little, I am going to get a good fresh meal out of this. Boy am I glad Valen made me into a vampire..." ? When I wrote it, I intended only one outcome - an escalation of physical contact by PC = "I want more action". It turns out that the flexibility given has some serous drawbacks. So now I have to figure out how to address this possible disconnect. I have plenty of options - I can ignore it completely, I can institute an "Aran Likes This" counter as several other mods do and use that to constrain possible outcomes,etc. But to explore the concept, let's take the complete opposite tack from what Aran started out with. Let's see what creating a follow-through between dialogs for player intent might look like.
  25. OK, I have set up 12 friendtalks that are light in mood and discussion, working within FR, and set up as the fun sort of trail talk. I have 5 Underdark talks that focus on the feelings engendered by being underground. But for both SoA and Tob content, I am puzzling over how to do something fresh, new, and fun with a few more talks, this time more directed and personal. Except - I don't want to cover the same old territory, done well in other mods. things like "Hey, how do you feel about me?" "What was it like in Candlekeep?", "Gorion was a cool dude, wasn't he?" What I want to have some fun with is showing more friendly intimacy like a long-term comapnion and friend would, on topics that are less discussed. I'll take any brainstorms possible, and will post with my own tomorrow. But here is your chance to suggest something you always wished an NPC wuld bring up with your PC.
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