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Found 60 results

  1. When Good Ideas Go Bad: An Example of Dropping Material (Or Sending It To Be Chopped Up And Recycled) This one has been sitting around for awhile, gathering dust, since October 2008. Today's project was to see what could be salvaged, get the tutorial section on manipulating globals that was already written posted (though I am pretty sure this is already covered in other threads), and see where we are after over a year of periodically tweaking and puzzling through it. One of the advantages of having a trustworthy, discreet modder friend is that they are able to tell you when you are about to spend massive amounts of work on an idea that just doesn't cut it - and can even point you to ideas that you might be able to use. In this case, an early lovetalk had PC and Aran doing the friend thing where the guy and the girl are both out on the prowl for companionship, but have not really figured out that they might be compatible. As initially sketched, there was something compelling about it, but subsequent revisits showed more and more weaknesses with the talk. The Talk Topic SidebarThis "talk about the possibilities" is the Gold Standard™ trope from literature, TV, movies, and games - Taylor Swift 's "You Belong With Me" is one of the latest songs that play with this idea, but this one is as old as the hills themselves. Sometimes it works out, sometimes it doesn't, of course, which means it can be a friendtalk or a lovetalk, or for any gender. After all, there does not need to be mutual attraction to have the discussion. It is a staple of human communication - "window shopping" and looking for potential interests for yourself or your friend or both. And usually in literature it is a pair of good friends who are too stupid/shortsighted/whatever to realize that the dude or dudette that has been a best friend is actually a perfect match romantically. Most of the other posts around here have tagged on this, and certainly used this, but let's run down ways we can tailor reactions to player choice in-game. All of this involves manipulating a particular kind of switch, a variable that in the i.e. engine is labels a "global", whether it is actually checked by the engine all the time across operating files ("GLOBAL"), only checked in reference to the active actor's script ("LOCALS"), or only checked when a particular area's script is running ("AREA"). Using Globals: Setting Options for Players Playing with Globals to Open Pathways within reply states The standard way to make sure a dialog takes note of outside circumstances is to set a global somewhere else and then refer to it. For example, IF ~Global("Aran_Likes_Imoen","GLOBAL",1)~ THEN REPLY ~[ARAN] So, Imoen. Want to go play hide an' seek?~ + newstate The idea here is that something has already set the global variable to 1, so the dialog can recognize that this decision has already been made elsewhere. BioWare™ has a small number of these set up that only reference a single variable being set without advancement, meaning that SetGlobal("Aran_Likes_Imoen","GLOBAL",1) in either a dialog state transition or a script block is the only reference point. This single global variable basically toggles the question "Does Aran Like Imoen?" to "yes". Then it can be referenced in other ways. It does not advance to another value, the way we like to code friendtalks and lovetalks, because there is no sequence - one question, quest, or path taken, one answer, all available to any script or dialog played ingame from that point on. You can set the line to play if a global is not set, too: Variables Can Create Or Reference a Decision for the PC or NPC IF ~Global("Aran_Likes_Imoen","GLOBAL",0)~ THEN REPLY ~[PC] So, Imoen. I hear Aran likes you alot. Want to go play hide an' seek with him?~ DO ~SetGlobal("Aran_Likes_Imoen","GLOBAL",1)~ + newstate sets up the question to be asked only if Aran has not expressed an opinion about Imoen. Following that pathway sets the variable to 1 (yes) and then we can reference the value for the rest of the mod, for any actor who wants to know. We could also make it only available to Aran, for his own use - all we have to do is change "GLOBAL" to "LOCALS" and then the global is "local'in scope, meaning only Aran can really reference it. We can't have Imoen get something set up on it, because she can't see it. And you thought only grade schoolers hid their feelings from eachother Variables Can Advance a Reference Point for the NPC Another way to play with this is to advance the variable for different stages of discussion: Dialog Variable Advancement IF ~Global("Aran_Likes_Imoen","GLOBAL",0)~ GOTO z100 IF ~Global("Aran_Likes_Imoen","GLOBAL",1)~ GOTO z101 IF ~Global("Aran_Likes_Imoen","GLOBAL",2)~ GOTO z102 // IF ~~ z100 SAY ~[ARAN] So, Imoen. Want to go play hide an' seek?~ DO ~SetGlobal("Aran_Likes_Imoen","GLOBAL",1)~ + cool_beans IF ~~ z101 SAY ~[ARAN] That was fun, Imoen. Want to go play checkers?~ DO ~SetGlobal("Aran_Likes_Imoen","GLOBAL",2)~ + its_your_money IF ~~ z102 SAY ~[ARAN] Imoen, that tight leather does some right wonderful things, it does. How about I buy you a drink?~ DO ~SetGlobal("Aran_Likes_Imoen","GLOBAL",3)~ + I_Like_Gavin_More_Plus_He_Needs_Me For an existing example of this in action, one source is BG1NPC's "Bardic Reputation" component and berelinde's work doing the same thing for BG2, designed to have different options based on how many times the bard has had the conversation, as well as using reputation and bglobls to determine cost and amount of adjustment available. This kind of dialog advancement can make it easy to simulate a long running debate or theme across several different (and even unrelated) conversations. Globals are usually set in a dialog or through a script block, and are referenced on a later dialog and block. Almost all tutorials out there talk about this, but for the most advanced extension of the ways to manipulate, redirect, and randomize pathways, I suggest a look at Zyraen's mods - he has some very involved treatments of dialog states that allow a player to have a new experience for multiple playthroughs. randomizing using scripts For scripts, the following is completely possible: Script Variable Randomization IF Global("Aran_Likes_Imoen","GLOBAL",0) THEN RESPONSE #20 SetGlobal("Aran_Likes_Imoen","GLOBAL",1) StartDialogNoSet(Player1) THEN RESPONSE #20 SetGlobal("Aran_Likes_Imoen","GLOBAL",2) StartDialogNoSet(Player1) THEN RESPONSE #20 SetGlobal("Aran_Likes_Imoen","GLOBAL",3) StartDialogNoSet(Player1) THEN RESPONSE #20 SetGlobal("Aran_Likes_Imoen","GLOBAL",4) StartDialogNoSet(Player1) THEN RESPONSE #20 SetGlobal("Aran_Likes_Imoen","GLOBAL",5) StartDialogNoSet(Player1) END which means that for one script block, five different and separate dialogs could take place, with the corresponding global in the dialog states called: IF ~Global("Aran_Likes_Imoen","GLOBAL",1)~ THEN BEGIN AranLikesImoen1 SAY ~[ARAN] So, Imoen. Want to go play hide an' seek?~ IF ~~ THEN EXIT END IF ~Global("Aran_Likes_Imoen","GLOBAL",2)~ THEN BEGIN AranLikesImoen2 SAY ~[ARAN] That was fun, Imoen. Want to go play checkers?~ IF ~~ THEN EXIT END IF ~Global("Aran_Likes_Imoen","GLOBAL",3)~ THEN BEGIN AranLikesImoen3 SAY ~[ARAN] Imoen, that tight leather does some right wonderful things, it does. How about I buy you a drink?~ IF ~~ THEN EXIT END IF ~Global("Aran_Likes_Imoen","GLOBAL",4)~ THEN BEGIN AranLikesImoen4 SAY ~[ARAN] You know, I never asked how things were back in Candlekeep. Did you have to wear a French Maid costume while cleaning up?~ IF ~~ THEN EXIT END IF ~Global("Aran_Likes_Imoen","GLOBAL",5)~ THEN BEGIN AranLikesImoen5 SAY ~[ARAN] OK, how about a little game of "how long can you hold your breath". Close your eyes, hold your breath, pucker your lips, and we can time how long it takes me to kiss you.~ IF ~~ THEN EXIT END In each of the above, the dialog plays once. In the sequential global of BG1NPC's "Bardic Reputation" component, future visits will recognize the global being advanced, and give new responses in place of the old, topping out at the third. In the second example, with a script block initiating one of five different possible responses, the script block only plays once, with the variable advanced to either 1, 2, 3, 4, or 5 - thus leaving a global setting for other dialogs or script blocks to call on, refining choices later. For example, if we wanted to pick up on what Aran said in a later banter, a quick check lets us tailor the content: CHAIN == ~IMOEN2~ IF ~Global("Aran_Likes_Imoen","GLOBAL",1)~ THEN ~[iMOEN] Hah! I taught you not to mess with me, Aran. Remember that game of hide and seek? You couldn't find me for two hours!~ == ~IMOEN2~ IF ~Global("Aran_Likes_Imoen","GLOBAL",2)~ THEN ~[iMOEN] I suppose you want another game of checkers. But this time, none of that "I get a kiss every time you king me"...~ == ~IMOEN2~ IF ~Global("Aran_Likes_Imoen","GLOBAL",3)~ THEN ~[iMOEN] No way, Aran. I still remember that tired old pickup line you used on me. 'That tight leather does some right wonderful things, it does'? You need to do better if you are going to attract my sister's attention!~ == ~IMOEN2~ IF ~Global("Aran_Likes_Imoen","GLOBAL",4)~ THEN ~[iMOEN] Go away, Aran. I am still mad about that French Maid outfit crack. And you never did explain about this mythical "France", as you called it.~ == ~IMOEN2~ IF ~Global("Aran_Likes_Imoen","GLOBAL",5)~ THEN ~[iMOEN] I thought the last time you tried some kind of silliness on me, I slapped you but good. Back for more?~ The equivalent in the dialog state is the use of RandomNum(#,#). Here, only one reply will show upon any given run through the dialog, pulled from the three available states: IF ~RandomNum(3,1)~ THEN GOTO z100 IF ~RandomNum(3,2)~ THEN GOTO z101 IF ~RandomNum(3,3)~ THEN GOTO z102 IF ~~ z100 THEN BEGIN z100state SAY ~[ARAN] So, Imoen. Want to go play hide an' seek?~ IF ~~ z100 THEN BEGIN z101state SAY ~[ARAN] That was fun, Imoen. Want to go play checkers?~ IF ~~ z100 THEN BEGIN z102state SAY ~[ARAN] Imoen, that tight leather does some right wonderful things, it does. How about I buy you a drink?~ END Layering this can get you into intricacies that can be incredibly tightly tailored to situation, player choices, and even in-game variables like chapter or quest conclusion. I think the most comprehensive existing model is Jastey's Ajantis PID in BG1NPC and her BG2 Ajantis mod, tied with Domi's SharTeel and Coran PIDs in the same project, followed by berelinde's Gavin. Domi's Kivan for BG2 makes similar use of the model, and is a good place to compare and contrast across each of these modder's implementations. Of course, it also introduces lots of difficulty in troubleshooting, which is why if you can you should probably build a variable map before you get very far into playing this, so you don't forget. I do a bad job of this - berelinde does a very good job of this. Do, or do not, it is a choice you make, but if you have the patience for it I bet you will save yourself lots of troubleshooting time if you do. I keep having to go bakc and review choices because my map is scattered. Narrowing the Choices So far, each of the above code expands pathways and makes information on player choices available to other talks later on. But what about within the same talk? How do we make sure a pathway taken can influence later choices? Most situations do not need such tight attention. A talk that has different replies simply creates the branch pathways, and that is the end of it: example 3 /* Dialog Initiated */ IF ~Global("c-aranbg2rom","GLOBAL",5)~ THEN BEGIN c-aranbg2rom3 SAY ~[ARAN] Hey, <CHARNAME>, you are a girl...~ IF ~~ THEN REPLY ~[PC] Actually, I am a woman. Usually everyone stops calling us "girls" after we leave apprenticeship age behind, unless you are a dwarf. But you were saying?~ DO ~<<set_timers_and_advance_global>>~ + girls IF ~~ THEN REPLY ~[PC] Someone inform the Sages of Candlekeep - Aran has discovered the difference between boys and girls!~ DO ~<<set_timers_and_advance_global>>~ + sages IF ~~ THEN REPLY ~[PC] Is this the start of a personal discussion? I am not in the mood for smalltalk.~ DO ~<<set_timers_and_advance_global>>~ + forgetit END /* Pathway 1: Offended PC */ IF ~~ girls SAY ~[ARAN] Sometimes that seems like th' best picture o' all, <CHARNAME>. At least the sparkin' - not so much the squallin' babes what result.~ IF ~~ THEN GOTO pathway1 END /* Pathway 2: Joking */ IF ~~ sages SAY ~[ARAN] Well, come to think o' it, I did notice a mite bit o' difference...~ IF ~~ THEN GOTO pathway2 END /* Pathway 3: Go Away, Sellsword */ IF ~~ forgetit SAY ~[ARAN] Right, then. Sorry to bother you.~ IF ~~ THEN GOTO pathway3 END There are some situations, though, where building the dialog manually through pathways becomes a tangled web. In regular conversation, something like For this, since you are basically looping back to the same question over and over again until the player chooses a choice that advances the dialog, it would be great to do this: Coded like this, the state looping_block will always look the same. All three choices will remain. So using a global within the talk, like example 1, looks like a good way to screen out pathways that the player has already taken. It sounds logical - set the variable, and then let the next state rely on that variable. The problem is, it doesn't work exactly like that. Setting a "GLOBAL", "LOCAL", or "AREA" global all takes time to be able to be registered with the game and referenced in the same dialog. If you set a variable in one dialog state, you need at least one and one half (which means really two states - the reply state, and an additional intermediate state) to allow time for the global to set and be recognized by the talk it is in. So, what does this look like in code? Why don't we play with a talk designed to allow players to explore various romantic possibilities in-party for an NPC, Aran. The loop is entered through c-aranbg2rom3frequenting for dialog purposes, because we have to lead into the coversation differently that you would come back to the same idea: A. IF ~~ c-aranbg2rom3frequenting SAY ~[ARAN] So probably my best best don't rely on frequentin' inns along the way. The best bet might be look at th' ladies I see every day, an' perhaps there's somethin' more than just straight comradeship.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END B. The entry block des not need a filter block, because the first time through the dialog. But here is the filter block, to be passed through on the way back to c-aranbg2rom3someoneelse: IF ~~ c-aranbg2rom3challenging1 SAY ~[ARAN] That makes it a mite o' a challenge, eh?~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END C. Here is the workhorse, allowing dialog to reflect the potential matches within the party. The player can reject all choices by selecting reply 0 or reply 1, advancing the dialog. She is also given the opportunity to roleplay the evaluations, just to see what Aran thinks - a common enogh friendly conversation. A quick reminder: with PC and Aran, there is a maximum possible number of possible party-joined NPCs to discuss of 4. If they are all female distributed NPCs, there are 6 conversational choices facing Player1. It is much more likely there will be two or only one - in a canonical "good" party, for example, there will probably only be Aerie and Jaheira. IF ~~ c-aranbg2rom3someoneelse SAY ~[ARAN] Perhaps there might be someone around here, right under my nose...~ IF ~~ THEN REPLY ~[PC] I really do not think so, Aran.~ + c-aranbg2rom3remembered IF ~~ THEN REPLY ~[PC] She might be. Perhaps even about to put this nice cold water right down your back, to wake you up... ~ + c-aranbg2rom3remembered IF ~InParty("JAHEIRA") Global("c-jaheiramatch","LOCALS",0)~ THEN REPLY ~[PC] Jaheira? I thought you liked younger women.~ DO ~SetGlobal("c-jaheiramatch","LOCALS",1)~ + c-jaheiramatch1 IF ~InParty("AERIE") Global("c-aeriematch","LOCALS",0)~ THEN REPLY ~[PC] Who, Aerie?~ DO ~SetGlobal("c-aeriematch","LOCALS",1)~ + c-aeriematch1 IF ~InParty("IMOEN2") Global("c-imoenmatch","LOCALS",0)~ THEN REPLY ~[PC] Leave Imoen alone, Aran.~ DO ~SetGlobal("c-imoenmatch","LOCALS",1)~ + c-imoenmatch1 IF ~InParty("MAZZY") Global("c-mazzymatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Mazzy?~ DO ~SetGlobal("c-mazzymatch","LOCALS",1)~ + c-mazzymatch1 IF ~InParty("NALIA") Global("c-naliamatch","LOCALS",0)~ THEN REPLY ~[PC] Do you really think Nalia would be interested in you?~ DO ~SetGlobal("c-naliamatch","LOCALS",1)~ + c-naliamatch1 IF ~InParty("VICONIA") Global("c-viconiamatch","LOCALS",0)~ THEN REPLY ~[PC] The drowess. Riiiight. Tell me you are not considering Viconia, Aran.~ DO ~SetGlobal("c-viconiamatch","LOCALS",1)~ + c-viconiamatch1 IF ~InParty("R#ALLIS") Global("c-allisonmatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Allison?~ DO ~SetGlobal("c-allisonmatch","LOCALS",1)~ + c-allisonmatch1 IF ~InParty("CMALORA") Global("c-aloramatch","LOCALS",0)~ THEN REPLY ~[PC] Alora?? You are joking, right...~ DO ~SetGlobal("c-aloramatch","LOCALS",1)~ + c-aloramatch1 IF ~InParty("Anishai") Global("c-anishaimatch","LOCALS",0)~ THEN REPLY ~[PC] Anishai is not to be trusted with the silver, let alone your heart. Unless you enjoy pain.~ DO ~SetGlobal("c-anishaimatch","LOCALS",1)~ + c-anishaimatch1 IF ~InParty("MWAriena") Global("c-arienamatch","LOCALS",0)~ THEN REPLY ~[PC] Ariena?~ DO ~SetGlobal("c-arienamatch","LOCALS",0)~ + c-arienamatch1 IF ~InParty("M#AMBER") Global("c-ambermatch","LOCALS",0)~ THEN REPLY ~[PC] Amber? You look at her often, but I figured that it was because you did not trust her.~ DO ~SetGlobal("c-ambermatch","LOCALS",1)~ + c-ambermatch1 IF ~InParty("K#Auren") Global("c-aurenmatch","LOCALS",0)~ THEN REPLY ~[PC] You are not thinking of Auren, right...~ DO ~SetGlobal("c-aurenmatch","LOCALS",1)~ + c-aurenmatch1 IF ~InParty("WLBRAN") Global("c-branwen1match","LOCALS",0)~ THEN REPLY ~[PC] Branwen is just a bit intense for you, isn't she?~ DO ~SetGlobal("c-branwen1match","LOCALS",1)~ + c-branwen1match1 IF ~InParty("Britt") Global("c-brittmatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Britt?~ DO ~SetGlobal("c-brittmatch","LOCALS",1)~ + c-brittmatch1 IF ~InParty("CALLISTO") Global("c-callistomatch","LOCALS",0)~ THEN REPLY ~[PC] Callisto? I don't know...~ DO ~SetGlobal("c-callistomatch","LOCALS",1)~ + c-callistomatch1 IF ~InParty("Chloe") Global("c-chloematch","LOCALS",0)~ THEN REPLY ~[PC] You. Chloe. You and Chloe. Aran, let me smell your breath. I want to see exactly how drunk you are right now.~ DO ~SetGlobal("c-chloematch","LOCALS",1)~ + c-chloematch1 IF ~InParty("E3Fade") Global("c-fadematch","LOCALS",0)~ THEN REPLY ~[PC] Fade really does not seem to talk to you at all, Aran.~ DO ~SetGlobal("c-fadematch","LOCALS",1)~ + c-fadematch1 IF ~InParty("Keto") Global("c-ketomatch","LOCALS",0)~ THEN REPLY ~[PC] This should be fun. You think Keto might be a good match for you. By all means, tell me why.~ DO ~SetGlobal("c-ketomatch","LOCALS",1)~ + c-ketomatch1 IF ~InParty("R#Kitanya") Global("c-kitanyamatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Kitanya?~ DO ~SetGlobal("c-kitanyamatch","LOCALS",1)~ + c-kitanyamatch IF ~InParty("SAERILETH") Global("c-saerimatch","LOCALS",0)~ THEN REPLY ~[PC] I know you like younger women, Aran, but a Paladin of Tyr is a bit out of your league...~ DO ~SetGlobal("c-saerimatch","LOCALS",1)~ + c-saerimatch1 IF ~InParty("CMNIKITA") Global("c-nikimatch","LOCALS",0)~ THEN REPLY ~[PC] Nikita? Do you have a death wish?~ DO ~SetGlobal("c-nikimatch","LOCALS",1)~ + c-nikimatch1 IF ~InParty("CMNINAF") Global("c-ninamatch","LOCALS",0)~ THEN REPLY ~[PC] Ninafer really does not seem like your type.~ DO ~SetGlobal("c-ninamatch","LOCALS",1)~ + c-ninamatch1 IF ~InParty("DL#BWN") Global("c-branwen2match","LOCALS",0)~ THEN REPLY ~[PC] Branwen?~ DO ~SetGlobal("c-branwen2match","LOCALS",1)~ + c-branwen2match1 IF ~InParty("K#Sarah") Global("c-sarahmatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Sarah? Aran, have you ever really talked to her?~ DO ~SetGlobal("c-sarahmatch","LOCALS",1)~ + c-sarahmatch1 IF ~InParty("TASHIA") Global("c-tashiamatch","LOCALS",0)~ THEN REPLY ~[PC] Tashia? I did not think you found her interesting.~ DO ~SetGlobal("c-tashiamatch","LOCALS",1)~ + c-tashiamatch1 IF ~InParty("YASRAENA") Global("c-yasraenamatch","LOCALS",0)~ THEN REPLY ~[PC] You are not seriously considering Yasraena...~ DO ~SetGlobal("c-yasraenamatch","LOCALS",1)~ + c-yasraenamatch1 IF ~InParty("D#SILVER") Global("c-silvermatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Silverstar?~ DO ~SetGlobal("c-silvermatch","LOCALS",1)~ + c-silvermatch1 END D. And each one of the replies leads back to the filtering state: IF ~~ c-aranbg2rom3challenging SAY ~[ARAN] Now, then. I do take chances. But perhaps Tymora's Coin won't spin on that one.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END So, let's fill out the full lovetalk, using the technique. The Full Talk The repeating block is #18, c-aranbg2rom3someoneelse The entry state is c-aranbg2rom3frequenting and the filtering states for setting the globals are c-aranbg2rom3challenging1, 2, 3, 4, 5, so that there is a reply block and the filter block. /* Queen: Somebody To Love */ /* BG2 LoveTalk 3, c-aranbg2rom = 5 c-aranromtimer,C-ARAN_ROM */ IF ~Global("c-aranbg2rom","GLOBAL",5)~ THEN BEGIN c-aranbg2rom3 SAY ~[ARAN] Hey, <CHARNAME>, you are a girl...~ IF ~~ THEN REPLY ~[PC] Actually, I am a woman. Usually everyone stops calling us "girls" after we leave apprenticeship age behind, unless you are a dwarf. But you were saying?~ + c-aranbg2rom3noticed IF ~~ THEN REPLY ~[PC] Someone inform the Sages of Candlekeep - Aran has discovered the difference between boys and girls!~ + c-aranbg2rom3inn IF ~~ THEN REPLY ~[PC] Is this the start of a personal discussion? I am not in the mood for smalltalk.~ + c-aranbg2rom3inn IF ~~ THEN REPLY ~[PC] Your powers of observation are astounding.~ + c-aranbg2rom3inn IF ~~ THEN REPLY ~[PC] I am glad you noticed, Aran.~ + c-aranbg2rom3inn END IF ~~ c-aranbg2rom3noticed SAY ~[ARAN] (grins) Now, come to think o' it, you are right. But then again, I'd say you're still a bit wet behind the ears too. An' I don't mean on account o' washin' your face. Anyways... IF ~~ THEN GOTO c-aranbg2rom3inn END IF ~~ c-aranbg2rom3inn SAY ~[ARAN] At the last Inn we stayed. Blonde, beautiful blue eyes, great smile - she seemed to sparkle right pretty, she did. She came over, an' we talked for a bit, an' she seemed right interested. But I don't know. I couldn't tell if she was interested in just a dance an' some entertainment upstairs, or if she thought I was marriage material, like. IF ~~ THEN REPLY ~[PC] I didn't notice.~ + c-aranbg2rom3serious IF ~~ THEN REPLY ~[PC] That is not really my concern, Aran.~ + c-aranbg2rom3serious IF ~~ THEN REPLY ~[PC] Why yes, I noticed you making a fool of yourself.~ + c-aranbg2rom3really IF ~~ THEN REPLY ~[PC] I definitely noticed her, Aran. I thought she was just right for you.~ + c-aranbg2rom3really <<STANDARD EXIT BLOCK>> END IF ~~ c-aranbg2rom3really SAY ~[ARAN] Really? IF ~~ THEN REPLY ~[PC] Why, yes indeed. She would make you a wonderful wife. You should ask her out next time we pass through that way.~ + c-aranbg2rom3doit IF ~~ THEN REPLY ~[PC] Absolutely. Sparkly eyes and cute hair, never been more than three feet from her front door, no education... she will believe every story you tell her. You can be a fat, happy, contented chef at an inn, and she can bear you five or six children.~ + c-aranbg2rom3nicepic IF ~~ THEN REPLY ~[PC] Who else would be naive enough to believe your tall tales, and put up with your snoring.~ + c-aranbg2rom3snore IF ~~ THEN REPLY ~[PC] No, Aran, I was joking. It is not often you meet someone randomly and get that serious that quickly.~ + c-aranbg2rom3serious END IF ~~ c-aranbg2rom3doit SAY ~[ARAN] Well, I might just do that, if you think it might be taken in th' right way.~ IF ~~ THEN GOTO c-aranbg2rom3serious END IF ~~ c-aranbg2rom3nicepic SAY ~[ARAN] Sometimes that seems like th' best picture o' all, <CHARNAME>. At least the sparkin' - not so much the squallin' babes what result.~ IF ~~ THEN GOTO c-aranbg2rom3serious END IF ~~ c-aranbg2rom3snore SAY ~[ARAN] I snore? Well, bugger all Chauntea's haystacks - I didn't know that. I'd better lose a bit o weight, or somethin'. But really, now...~ IF ~~ THEN GOTO c-aranbg2rom3serious END IF ~~ c-aranbg2rom3serious SAY ~[ARAN] Do you think she was serious, or just out for some fun?~ IF ~~ THEN REPLY ~[PC] In general, Aran, if you meet someone at a bar only once, I think it is unlikely she was looking for a serious committment. But I could be wrong.~ + c-aranbg2rom3experience IF ~~ THEN REPLY ~[PC] It takes longer than a single evening to fall in love, Aran.~ + c-aranbg2rom3experience IF ~~ THEN REPLY ~[PC] Well, I believe there is such a thing as love at first sight. But I have heard it is usually found with the people close to you for a longer period of time.~ + c-aranbg2rom3experience <<STANDARD EXIT BLOCK>> END IF ~~ c-aranbg2rom3experience SAY ~[ARAN] So , you have experience at that? The fallin' in love, I mean?~ IF ~~ THEN REPLY ~[PC] That is for me to know and you to find out.~ + c-aranbg2rom3lostlove IF ~~ THEN REPLY ~[PC] That is a bit personal, and painful, Aran. I don't want to talk about it.~ + c-aranbg2rom3lostlove IF ~~ THEN REPLY ~[PC] Perhaps. Have you had any experience yourself?~ + c-aranbg2rom3lostlove IF ~~ THEN REPLY ~[PC] Love, or lust? There is a difference, you know.~ + c-aranbg2rom3hear END IF ~~ c-aranbg2rom3hear SAY ~[ARAN] I did hear there was. I'm not so sure, m'self. But then again, as far as I know, I only have had th' second.~ IF ~~ THEN GOTO c-aranbg2rom3frequenting END IF ~~ c-aranbg2rom3lostlov SAY ~[ARAN] Well, I don't know. I did think I had a friend once what was interested. She was a rare one, she was. Sun Elf father, human mother, long hair like polished brass, an' a body what made... *ahem*... well, that's another story. Unfortunately she ran off with some Cyric - blighted bard, all dark, broodin' an' "I just lost the love o' me life" type. I learned my lesson well, I did. Women seem to want danger, bad boys, an' damaged goods.~ IF ~~ THEN REPLY ~[PC] Three for three - you are all set, Aran. Pity you don't have the other requirement. You need to be just a little more handsome, and you might have a fighting chance with a real woman.~ + c-aranbg2rom3frequenting IF ~~ THEN REPLY ~[PC] Not all women like the same thing, Aran. You might try listening to them for awhile, or even asking them.~ + c-aranbg2rom3frequenting IF ~~ THEN REPLY ~[PC] Well, if you met her in an inn...~ + c-aranbg2rom3frequenting END IF ~~ c-aranbg2rom3frequenting SAY ~[ARAN] So probably my best best don't rely on frequentin' inns along the way. The best bet might be look at th' ladies I see every day, an' perhaps there's somethin' more than just straight comradeship.~ IF ~~ THEN GOTO c-aranbg2rom3challenging1 END IF ~~ c-aranbg2rom3challenging1 SAY ~[ARAN] That makes it a mite o' a challenge, eh?~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END IF ~~ c-aranbg2rom3challenging2 SAY ~[ARAN] Well, there might be somethin' to what you say.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END IF ~~ c-aranbg2rom3challenging3 SAY ~[ARAN] Right. You have a point there, you do.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END IF ~~ c-aranbg2rom3challenging4 SAY ~[ARAN] I like a challenge. But I don't know if that be a challenge or a lost cause.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END IF ~~ c-aranbg2rom3challenging5 SAY ~[ARAN] Now, then. I do take chances. But perhaps Tymora's Coin won't spin on that one.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END IF ~~ c-aranbg2rom3challenging6 SAY ~[ARAN] It could happen, right? It might be possible.~ IF ~~ THEN GOTO c-aranbg2rom3someoneelse END IF ~~ c-aranbg2rom3someoneelse SAY ~[ARAN] Perhaps there might be someone around here, right under my nose...~ IF ~~ THEN REPLY ~[PC] I really do not think so, Aran.~ + c-aranbg2rom3remembered IF ~~ THEN REPLY ~[PC] She might be. Perhaps even about to put this nice cold water right down your back, to wake you up... ~ + c-aranbg2rom3remembered IF ~InParty("JAHEIRA") Global("c-jaheiramatch","LOCALS",0)~ THEN REPLY ~[PC] Jaheira? I thought you liked younger women.~ DO ~SetGlobal("c-jaheiramatch","LOCALS",1)~ + c-jaheiramatch1 IF ~InParty("AERIE") Global("c-aeriematch","LOCALS",0)~ THEN REPLY ~[PC] Who, Aerie?~ DO ~SetGlobal("c-aeriematch","LOCALS",1)~ + c-aeriematch1 IF ~InParty("IMOEN2") Global("c-imoenmatch","LOCALS",0)~ THEN REPLY ~[PC] Leave Imoen alone, Aran.~ DO ~SetGlobal("c-imoenmatch","LOCALS",1)~ + c-imoenmatch1 IF ~InParty("MAZZY") Global("c-mazzymatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Mazzy?~ DO ~SetGlobal("c-mazzymatch","LOCALS",1)~ + c-mazzymatch1 IF ~InParty("NALIA") Global("c-naliamatch","LOCALS",0)~ THEN REPLY ~[PC] Do you really think Nalia would be interested in you?~ DO ~SetGlobal("c-naliamatch","LOCALS",1)~ + c-naliamatch1 IF ~InParty("VICONIA") Global("c-viconiamatch","LOCALS",0)~ THEN REPLY ~[PC] The drowess. Riiiight. Tell me you are not considering Viconia, Aran.~ DO ~SetGlobal("c-viconiamatch","LOCALS",1)~ + c-viconiamatch1 IF ~InParty("R#ALLIS") Global("c-allisonmatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Allison?~ DO ~SetGlobal("c-allisonmatch","LOCALS",1)~ + c-allisonmatch1 IF ~InParty("CMALORA") Global("c-aloramatch","LOCALS",0)~ THEN REPLY ~[PC] Alora?? You are joking, right...~ DO ~SetGlobal("c-aloramatch","LOCALS",1)~ + c-aloramatch1 IF ~InParty("Anishai") Global("c-anishaimatch","LOCALS",0)~ THEN REPLY ~[PC] Anishai is not to be trusted with the silver, let alone your heart. Unless you enjoy pain.~ DO ~SetGlobal("c-anishaimatch","LOCALS",1)~ + c-anishaimatch1 IF ~InParty("MWAriena") Global("c-arienamatch","LOCALS",0)~ THEN REPLY ~[PC] Ariena?~ DO ~SetGlobal("c-arienamatch","LOCALS",0)~ + c-arienamatch1 IF ~InParty("M#AMBER") Global("c-ambermatch","LOCALS",0)~ THEN REPLY ~[PC] Amber? You look at her often, but I figured that it was because you did not trust her.~ DO ~SetGlobal("c-ambermatch","LOCALS",1)~ + c-ambermatch1 IF ~InParty("K#Auren") Global("c-aurenmatch","LOCALS",0)~ THEN REPLY ~[PC] You are not thinking of Auren, right...~ DO ~SetGlobal("c-aurenmatch","LOCALS",1)~ + c-aurenmatch1 IF ~InParty("WLBRAN") Global("c-branwen1match","LOCALS",0)~ THEN REPLY ~[PC] Branwen is just a bit intense for you, isn't she?~ DO ~SetGlobal("c-branwen1match","LOCALS",1)~ + c-branwen1match1 IF ~InParty("Britt") Global("c-brittmatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Britt?~ DO ~SetGlobal("c-brittmatch","LOCALS",1)~ + c-brittmatch1 IF ~InParty("CALLISTO") Global("c-callistomatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Callisto?~ DO ~SetGlobal("c-callistomatch","LOCALS",1)~ + c-callistomatch1 IF ~InParty("Chloe") Global("c-chloematch","LOCALS",0)~ THEN REPLY ~[PC] You Chloe. Aran, let me smell your breath. I want to see exactly how drunk you are right now.~ DO ~SetGlobal("c-chloematch","LOCALS",1)~ + c-chloematch1 IF ~InParty("E3Fade") Global("c-fadematch","LOCALS",0)~ THEN REPLY ~[PC] Fade really does not seem to talk to you at all, Aran.~ DO ~SetGlobal("c-fadematch","LOCALS",1)~ + c-fadematch1 IF ~InParty("Keto") Global("c-ketomatch","LOCALS",0)~ THEN REPLY ~[PC] This should be fun. You think Ketop might be a good match for you. By all means, tell me why.~ DO ~SetGlobal("c-ketomatch","LOCALS",1)~ + c-ketomatch1 IF ~InParty("R#Kitanya") Global("c-kitanyamatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Kitanya?~ DO ~SetGlobal("c-kitanyamatch","LOCALS",1)~ + c-kitanyamatch IF ~InParty("SAERILETH") Global("c-saerimatch","LOCALS",0)~ THEN REPLY ~[PC] I know you like younger women, Aran, but a Paladin of Tyr is a bit out of your league...~ DO ~SetGlobal("c-saerimatch","LOCALS",1)~ + c-saerimatch1 IF ~InParty("CMNIKITA") Global("c-nikimatch","LOCALS",0)~ THEN REPLY ~[PC] Nikita? Do you have a death wish?~ DO ~SetGlobal("c-nikimatch","LOCALS",1)~ + c-nikimatch1 IF ~InParty("CMNINAF") Global("c-ninamatch","LOCALS",0)~ THEN REPLY ~[PC] Ninafer really does not seem like your type.~ DO ~SetGlobal("c-ninamatch","LOCALS",1)~ + c-ninamatch1 IF ~InParty("DL#BWN") Global("c-branwen2match","LOCALS",0)~ THEN REPLY ~[PC] Branwen?~ DO ~SetGlobal("c-branwen2match","LOCALS",1)~ + c-branwen2match1 IF ~InParty("K#Sarah") Global("c-sarahmatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Sarah? Aran, have you ever realy talked to her?~ DO ~SetGlobal("c-sarahmatch","LOCALS",1)~ + c-sarahmatch1 IF ~InParty("TASHIA") Global("c-tashiamatch","LOCALS",0)~ THEN REPLY ~[PC] Tashia? I did not think you found her interesting.~ DO ~SetGlobal("c-tashiamatch","LOCALS",1)~ + c-tashiamatch1 IF ~InParty("YASRAENA") Global("c-yasraenamatch","LOCALS",0)~ THEN REPLY ~[PC] You are not seriously considering Yasraena...~ DO ~SetGlobal("c-yasraenamatch","LOCALS",1)~ + c-yasraenamatch1 IF ~InParty("D#SILVER") Global("c-silvermatch","LOCALS",0)~ THEN REPLY ~[PC] Who, Silverstar?~ DO ~SetGlobal("c-silvermatch","LOCALS",1)~ + c-silvermatch1 END // The Competition IF ~~ c-jaheiramatch1 SAY ~[ARAN] There's Jaheira. Well, now she is a right fine woman. She's smart, a bit bossy, an' she can partner right quick in th' cookin' area. She's a bit motherin', but then again, she's an older woman in real years, if not in th' equivalent. She might take a shine to me.~ IF ~~ THEN REPLY ~[PC] Leave her alone, Aran. She has lost the love of her life, and is in a great deal of pain. She does not need you distracting her and bothering her.~ IF ~~ THEN REPLY ~[PC] I think that is a great idea. You can go worship trees together.~ + c-aranbg2rom3challenging 1 2 3 4 5 6 IF ~~ THEN REPLY ~[PC] <<TEXT>> ~ + c-aranbg2rom3challenging 1 2 3 4 5 6 END IF ~~ c-aeriematch1 SAY ~[ARAN] Aerie is a fine girl. She just reaches out wi' those eyes, an' tugs at your heartstrings. It might be the Aavariel, but then again, it might just be she looks like she needs a right stong man to protect her an' look out for her. It's nice to be needed.~ IF ~~ THEN REPLY ~[PC] A great way to establish a relationship, Aran. Choose the frail, self-consious waif who has image problems and has suffered traumatic abuse. A truly equal relationship.~ + c-aranbg2rom3challenging 1 2 3 4 5 6 IF ~~ THEN REPLY ~[PC] She has been hurt rather badly, Aran. I would be careful of offering her more than you intend. Breaking her heart woud be easy to do, and a disaster for this party as well as for her.~ + c-aranbg2rom3challenging 1 2 3 4 5 6 IF ~~ THEN REPLY ~[PC] What is it with men and elves?~ + c-aranbg2rom3challenging 1 2 3 4 5 6 END IF ~~ c-imoenmatch1 SAY ~[ARAN] <<_TEXT_>> ~ IF ~~ THEN REPLY ~[PC] <<_TEXT_>> ~ + c-aranbg2rom3challenging 1 2 3 4 5 6 IF ~~ THEN REPLY ~[PC] <<_TEXT_>> ~ + c-aranbg2rom3challenging 1 2 3 4 5 6 END IF ~~ c-mazzymatch1 SAY ~[ARAN] Mazzy is right pretty, in her own way. I don't know, though. She is a mighty riteous Han. She might not take kindly to me flirtin', an' all. Besides, most o' the Halfling folk seem tied up wi' bonds o' family an' obligation. I never heard o' a halfling an' a human fallin' for eachother. IF ~~ THEN REPLY ~[PC] <<_TEXT_>> ~ + c-aranbg2rom3challenging 1 2 3 4 5 6 IF ~~ THEN REPLY ~[PC] <<_TEXT_>> ~ + c-aranbg2rom3challenging 1 2 3 4 5 6 END // snip END // IF ~~ c-aranbg2rom3remembered SAY ~[ARAN] Hey, I just remembered. I met you in an Inn, right?~ IF ~~ THEN REPLY ~[PC] Have you noticed you keep describing all these women's physical attributes?~ + c-aranbg2rom3harm IF ~~ THEN REPLY ~[PC] I was slumming. If I remember correctly, you approached me about some employment, or something. I do not seem remember candlelight and roses.~ + c-aranbg2rom3slumming IF ~~ THEN REPLY ~[PC] You meet all sorts of people in taverns. I keep a watchful eye on most of the crowd.~ + c-aranbg2rom3slumming END IF ~~ c-aranbg2rom3harm SAY ~[ARAN]I don't mean no harm. I guess that's just the way menfolk think.~ IF ~~ THEN REPLY ~[PC] I don't believe that. I think that is the way boys think. A real man would see people, not objects.~ + c-aranbg2rom3slumming IF ~~ THEN REPLY ~[PC] Women think that way sometimes too, you know.~ + c-aranbg2rom3slumming IF ~~ THEN REPLY ~[PC] Men think?~ + c-aranbg2rom3slumming END IF ~~c-aranbg2rom3slumming SAY ~[ARAN] Well, now, you might be right there. I suspect we boys do more'n occasionally run to the shallow side o' life at times. I'd say women, too, based on where I see your eyes lingerin' sometimes. Then again, I see your eyes linger on some folks a mite more than a casual one over, yourself.~ IF ~~ THEN REPLY ~[PC] That might not mean anything. After all, I am looking at you right now.~ + c-aranbg2rom3boss IF ~~ THEN REPLY ~[PC] So many choices, so little time...~ + c-aranbg2rom3boss IF ~~ THEN REPLY ~[PC] That is different.~ + c-aranbg2rom3boss IF ~~ THEN REPLY ~[PC] That sounds like you might be a little jealous.~ + c-aranbg2rom3boss IF ~~ THEN REPLY ~[PC] So, how would you describe me, Aran?~ + c-aranbg2rom3game END IF ~~ c-aranbg2rom3boss SAY ~[ARAN] If you say so, <CHARNAME>. If you say so.~ IF ~~ THEN EXIT END IF ~~ c-aranbg2rom3game SAY ~[ARAN] Oh, I'm not fallin' for that, <CHARNAME>. I know that game too well. I'd say "<CHARNAME>. You know, the one what's in charge o' this here party". I get to describin' you, an' I'm likely to dig a hole an' have you kickin' the dirt over my head right quick!~ IF ~~ THEN EXIT END So, Why Did This Talk Not Work Out? Why Is It On The Recycling Or Disposal Pile? Well, the idea is sound, and it does a good job of showing off some ways of variable manipulation - even more fun would be the "undo state", where we DE-advance the variable - + ~Global("c-silvermatch","LOCALS",1)~ + ~[PC] Are you sure SilverSatr is not that attractive to you? Do you want to think about her again?~ DO ~SetGlobal("c-silvermatch","LOCALS",0)~ but the devil is in the details. Looking through this, there are some problems to be worked on. Number one, the project has moved on, and we have code example in play that already show these kinds of usages (though I want to go back and put a randomizing script block in there, because it is just way cool). Second problem - effort vs. playability. The way this is created, I either have to assume PC is straight to build a corresponding set of choices - otherwise it will be over a month of writing to get specific reactions for all available NPCs. Even using Aran's straightness to get specifics down to female NPCs, there is alot there. So unless inspiration hits, this one is a tough one to write. We can keep it positive, and search for good reasons for a match, aviding disrespect for other NPCs, but then we get a way too cheery, upbeat, unrealistic view, but that is not so cool. The real life conversation would be a bit harsher - "You would go out with *her*? I mean, that voice just cuts like a kife, man. Plus, she seems so needy. And the scars on her back... yuck. Drop the damaged elf-chick, and go for a real woman." Third Problem - psychology. It works as a friend setting up Aran, but there is no opportunity for him to follow through, unless the player is doing something with Amber and being careful about how it is all set up. So each way I try to rewrite it, starting as a lovetalk means that PC is trying to foist him off on others, or having to listen to him go "hey, perhaps she would like me". Perhaps a bit too realistic and annoying, having Aran talk about why others might be preferable to PC - and completely a waste of her time if she just wants to be friends. And with a guy PC, things get even more difficult to work through without it being odd. Aran is not going to mind talking openly about how a two male or two female pairings might work out, being an open-minded dude in FR, where open-mindedness includes romances that cross species as well as gender. But the PC, well, not so easy to guage reaction and account for pathways. But most of all, #4, the big question - how much is this advancing the relationship, versus how much is this just fluff? Can we have a similar kind of discussion to foster that sense of "good friendship developing that might become more"? Given the number of talks already in place, is this getting us anywhere exploring either Aran's personality or the Player's roleplaying personality in a way not covered by other talks? So, some salvage work... A way around some of the challenges is to adjust the level of detail. We might be able to salvge some of the reactions, by making them more generic: IF ~InParty(Player2) Gender(Player2,FEMALE) !HasItemEquiped("belt05",Player2) !Name(Player2,"c-aran")~ + ~[PC] What about <PLAYER2>? She might be just what you want.~ + newstate IF ~InParty(Player3) Gender(Player3,FEMALE) !HasItemEquiped("belt05",Player2) !Name(Player3,"c-aran")~ + ~[PC] What about <PLAYER3>? She might be just what you want.~ + newstate IF ~InParty(Player4) Gender(Player4,FEMALE) !HasItemEquiped("belt05",Player2) !Name(Player4,"c-aran")~ + ~[PC] What about <PLAYER4>? She might be just what you want.~ + newstate IF ~InParty(Player5) Gender(Player5,FEMALE) !HasItemEquiped("belt05",Player2) !Name(Player5,"c-aran")~ + ~[PC] What about <PLAYER5>? She might be just what you want.~ + newstate IF ~InParty(Player6) Gender(Player6,FEMALE) !HasItemEquiped("belt05",Player2) !Name(Player6,"c-aran")~ + ~[PC] What about <PLAYER6>? She might be just what you want.~ + newstate IF ~InParty(Player2) !HasItemEquiped("belt05",Player2) !Name(Player2,"c-aran")~ THEN BEGIN z100 SAY ~[ARAN] What about <PLAYER2>? You know, <HESHE> might be just what you want.~ + newstate IF ~InParty(Player3) !HasItemEquiped("belt05",Player3) !Name(Player3,"c-aran")~ THEN BEGIN z101 SAY ~[ARAN] What about <PLAYER3>? You know, <HESHE> might be just what you want.~ + newstate IF ~InParty(Player4) !HasItemEquiped("belt05",Player4) !Name(Player4,"c-aran")~ THEN BEGIN z102 SAY ~[ARAN] What about <PLAYER4>? You know, <HESHE> might be just what you want.~ + newstate IF ~InParty(Player5) !HasItemEquiped("belt05",Player5) !Name(Player5,"c-aran")~ THEN BEGIN z103 SAY ~[ARAN] What about <PLAYER5>? You know, <HESHE> might be just what you want.~ + newstate IF ~InParty(Player6) !HasItemEquiped("belt05",Player6) !Name(Player6,"c-aran")~ THEN BEGIN z104 SAY ~[ARAN] What about <PLAYER6>? You know, <HESHE> might be just what you want.~ + newstate Of course, we run into the difficulty of scripting PC response to potential cross-gender suggestions - which is fine for me to present with Aran. but tougher for scripting PC responses to. Plus, it leaves little "punch" to the dialog, wheras saying things Note I wimped out on the Girdle of gender Change, too ( !HasItemEquiped("belt05",Player2) ) . Too hard to come up with a way of filtering out whether or not Aran would react well, or the PC, for that matter, to romancing Edwina with the belt on. Great ground for lots of stuff, but way too hard to anticipate player intent and keep things non-jarring. So, this one has lingered since October of 2008, waiting for inspiration to strike, or parts to be salvaged. Workrooms at many hosting sites, closed or open in forums, are littered with materials like this, so if you have some of these tossed in a file somewhere, you are not alone. Perhaps the ideas will make their way out, or perhaps they will be tossed out with the next crash of your hard drive, but either way, thinking through the reasons why it might or not make it is a useful exercise in making choices about your mod. Sometimes, for whatever reason, several months of work need to be scrapped. At least we are not pro writers, who may have to dump draft after draft!
  2. I had an idea about color/background dialogue replies that took into account party spells cast, items, and such - throwaway one-line loops that give players a sense of "awareness" in Aran. It turns out that JCompton as already tread this road before - in his Infinity Modding Iron Chef im7 entry is a great example of a straightforward quest encounter, with resolution through party-supplied items. The code is pretty straightforward (and by that, I mean good, because simple = less likely to break) - IF ~~ gotitem SAY ~Yes! That will be perfect! Thank you!~ = ~Now... do I have everything I might need to face him?~ ++ ~This sounds expensive. Forget it.~ + busy + ~PartyHasItem("potn43") Global("FionaInsight","GLOBAL",0)~ + ~I have this Potion of Insight, might that serve as a source of inspiration?~ DO ~AddexperienceParty(3000) SetGlobal("FionaInsight","GLOBAL",1) TakePartyItemNum("POTN43",1) ~ + gotitem + ~CheckStatGT(Player1,14,WIS) Global("FionaInsight","GLOBAL",0)~ + ~You say your spell brought you to me? Perhaps hearing the tale of my own triumphs over adversity will inspire you.~ DO ~AddexperienceParty(3500) SetGlobal("FionaInsight","GLOBAL",1)~ + inspirestory + ~PartyHasItem("belt06") Global("FionaStrength","GLOBAL",0)~ + ~I have a belt which grants the strength of a hill giant, will that do?~ DO ~AddexperienceParty(3000) TakePartyItemNum("belt06",1) SetGlobal("FionaStrength","GLOBAL",1)~ + gotitem + ~PartyHasItem("belt07") Global("FionaStrength","GLOBAL",0)~ + ~I have a belt which grants the strength of a stone giant, will that do?~ DO ~AddexperienceParty(3000) TakePartyItemNum("belt07",1) SetGlobal("FionaStrength","GLOBAL",1)~ + gotitem + ~PartyHasItem("belt08") Global("FionaStrength","GLOBAL",0)~ + ~I have a belt which grants the strength of a frost giant, will that do?~ DO ~AddexperienceParty(3000) TakePartyItemNum("belt08",1) SetGlobal("FionaStrength","GLOBAL",1)~ + gotitem + ~PartyHasItem("belt11") Global("FionaStrength","GLOBAL",0)~ + ~I have a belt which grants the strength of a fire giant, will that do?~ DO ~AddexperienceParty(3000) TakePartyItemNum("belt11",1) SetGlobal("FionaStrength","GLOBAL",1)~ + gotitem + ~InParty("Minsc") !Dead("Minsc") Global("FionaStrength","GLOBAL",0)~ + ~A source of strength? Hmmm. I have an idea so crazy it just might work. Minsc, would you let Fiona hold Boo for a moment?~ DO ~SetGlobal("FionaStrength","GLOBAL",1) AddexperienceParty(3500)~ EXTERN MINSCJ holdboo + ~PartyHasItem("SW1H51") Global("FionaPower","GLOBAL",0)~ + ~You may have Celestial Fury. It is a blade of unprecedented power.~ DO ~AddexperienceParty(3000) TakePartyItemNum("sw1h51",1) SetGlobal("FionaPower","GLOBAL",1)~ + gotitem + ~PartyHasItem("staf11") Global("FionaPower","GLOBAL",0)~ + ~Though we fought hard to obtain it, take the Staff of the Magi. Surely, it is powerful enough for your needs.~ DO ~AddexperienceParty(3000) TakePartyItemNum("staf11",1) SetGlobal("FionaPower","GLOBAL",1)~ + gotitem + ~PartyHasItem("hamm09") Global("FionaPower","GLOBAL",0)~ + ~Crom Faeyr is a hammer of enormous power. May it serve you well.~ DO ~AddexperienceParty(3000) TakePartyItemNum("hamm09",1) SetGlobal("FionaPower","GLOBAL",1)~ + gotitem + ~CheckStatGT(Player1,14,CHR) Global("FionaPower","GLOBAL",0)~ + ~You say you need a source of great power? I don't think so. All the power you need is already in your own heart and spirit, which must be formidable indeed for you to have endured years of torture without giving up hope.~ DO ~SetGlobal("FionaPower","GLOBAL",1) AddexperienceParty(3500)~ + powerstory ++ ~Let me come back later, I may have what you need then.~ DO ~AddJournalEntry(@99,QUEST)~ + comeback IF ~Global("FionaInsight","GLOBAL",1) Global("FionaStrength","GLOBAL",1) Global("FionaPower","GLOBAL",1)~ + haveitall END So, in this case, JCompton has decided that as part of the quest/encounter, the player can swap out specific items for experience as a payment for resolving Fiona's quest. For materials other than quests, or reactions to the party having items that might be worthy of comment by a party (either for good or ill), the standard or "traditional" way of doing this is using the script (.bcs) to trigger. Some mods, like Saerileth, take this to extremes by adding things like this to baldur.bcs, therefore loading down scripts when the player has a big bag of holding - the master script continually checks the party, and all of the containers with the party, for the item: IF PartyHasItem("AnObjectionableEvilItem") // no global set, so that it checks every script cycle THEN RESPONSE #100 SetGlobal("PartyHasEvilItemIWantToDestroyOrWillLeaveImmediately","GLOBAL",1) StartDialogNoSet(Player1) END SIDE NOTE: DavidW has suggested a cool idea using LOCALS and timers to run these checks on a longer cycling, reducing script lag. It works well, as it still checks regularly - just not every single script cycle. In the dialog, there is a matching state that complains about the object to the PC, and sets reactions accordingly. For example, Chloe's script detects misuse of her swords, and smites the player. Other modders have chosen less restrictive paths. Amber, for example, refuses to use certain items, but it runs in her script, and does not mess with what others in the party are using or what is in the bag of holding. I think we can safely add some nice scenery stuff for all players using the "traditional" approach, for a few (less than 5) of the big, big items. Heck, we might even use this in his .bcs as a way of tailoring weaponry or equipment to match his class when the player first spawns him, if we want: in dialog, or in .bcs, it runs about the same: .baf entry for "upgrading" a weapon IF Global("c-weaponcheck","GLOBAL",0) HasItem("weapon1","c-aran") CheckStatGT(Player1,11,LEVEL) THEN RESPONSE #50 TakeItemReplace("weapon2","weapon1","c-aran") SetGlobal("c-weaponcheck","GLOBAL",1) THEN RESPONSE #50 TakeItemReplace("weapon3","weapon1","c-aran") SetGlobal("c-weaponcheck","GLOBAL",1) END In this example, we leverage both the use of CheckStatGT() | HasItem(), and the random RESPONSE block, so that sometimes Aran shows up with Weapon 2, sometimes Weapon 3 (Check Beyond The Law and other mods by Z and you will see good examples of this kind of .bcs block leverage). But dialogue between people does not always work with such constraint that you immediately walk up to a friend and say "Yo. Big ugly evil thing in your hands. Drop it, or I am outta here." (Well, perhaps that is an overstatement, and perhaps you do. But I am unaccustomed to the blunt, direct, rude conversation depicted in that kind of scenario - it is more likely to be "Cmorgan! Great to see you!" <3 minutes of trivia smalltalk> "You know, I think you are a good friend, and I just have to mention... that thing you said to the principal? I am glad you have tenure! Because if I said it, my non-tenured bottom would have been bounced right out of the school!". Unless it is a pickup line, like this, I think in a more natural conversation, you might sidecomment on gear or something, and then be back in the regular conversation, more like this: or for the dudes, Good game designers know to avoid this kind of sidetracking. It is a bogdown of clean conversation, it adds complexity to keeping players on track, and it wastes precious time in development. It tends to confuse players, who are already conditioned that if NPC A mentions a dude who sells swords the next town over, it means either he is secretly a black dragon in disguise, he has a mission you can take, or he is a Plot Point that must be cleared before moving on. Luckily, I am a modder, and can ignore this (albeit at my peril), adding a few little "awareness" dialogs here and there. They can be added to the PID, where players who love RP interaction will find them; they can be added to flirts; and with a little bit of judicial weaving, they can even be interjected into vanilla reactions by Canonical BioWare™ NPCs. In a few places, they can even be snuck in as a side branch in a conversation, which may or may not sidetrack the conversation. For that reason (the potential sidetrack) the FriendTalks are the best place to look at adding one or two of these, in more innocent conversations where it does not really matter if a player is sidetracked as much. We all have those conversations where you start talking about something, and then someone says something bad about <INSERT_FAVORITE_TEAM_OR_HOBBY_OR_POLITICAL_STANCE_HERE>, and suddenly it is all broken up, and the original conversation is completely lost! We can play with this idea at the dialog level, adding a reaction template to be scattered where it mimics regular conversational flow. With some situational rewriting, this template can be used for inserting reactions to the one item we know Aran could not shut his mouth about: /* LEAT21 // Human Flesh +5 evil armor */ IF ~HasItemEquiped("LEAT21",Player1) Global("c-arskinarm","LOCALS",0)~ GOTO b100 IF ~HasItemEquiped("LEAT21",Player1) Global("c-arskinarm","LOCALS",1) GlobalTimerExpired("c-aranskin","GLOBAL")~ GOTO b101 IF ~HasItemEquiped("LEAT21",Player1) Global("c-arskinarm","LOCALS",2) GlobalTimerExpired("c-aranskin","GLOBAL")~ GOTO b102 IF ~~ b100 SAY ~[ARAN] Hey, by the way, your armor be all wrong. I know you be th' scourge o' Faerun, but you don't have to wear your heart on your sleeve, eh? In this case, someone else's, by th' look. An' I won't say how bad it smells.~ IF ~~ THEN DO ~SetGlobal("c-arskinarm","LOCALS",1) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ EXIT END // or whatever tie backs necessary IF ~~ b101 SAY ~[ARAN] You stll be wearin' that Grumbar-lovin' Cyric-blighted armor? Gives me th' chills, it does.~ ++ ~[PC] If it bothers you that much, I will take it off.~ DO ~SetGlobal("c-arskinarm","LOCALS",2) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ + b103 ++ ~[PC] I think it has a great effect on our opponents' morale. You are just going to have to get used to it.~ DO ~SetGlobal("c-arskinarm","LOCALS",2) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ + b103 ++ ~[PC] If I wanted you opinion, I would have asked.~ DO ~SetGlobal("c-arskinarm","LOCALS",2) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ + b103 ++ ~[PC] Shut up, or your ears will add decoration to it.~ DO ~SetGlobal("c-arskinarm","LOCALS",2) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ + b103 END IF ~~ b102 SAY ~[ARAN] Look, I do a good bit around here, an' I know you be th' leader. I'm just sayin', that armor makes it blighted hard for me to do my job. Th' smell be only part o' it. Shar's Kiss, get rid o' it, eh?~ ++ ~[PC] Or you will run crying like a weakling child, break your contract, and leave?~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 ++ ~[PC] Shut up, Aran. I heard you the first two times. I will use what tools I see fit to advance my goals.~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 ++ ~[PC] Are you volunteering to add more skin to this armor? Speak again, and I will ~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 ++ ~[PC] I may very well take it off. You are useful. But then again, I might put it back on. You will have to get used to it, or leave.~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 ++ ~[PC] You do very little, and I am tired of your whining. That is the last warning you will get.~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 END IF ~~ b103 SAY ~[ARAN] Hey, I don't go around second guessin' you. So if I be sayin' it, you know there be one hells of a lot more people who have noticed. Might fit your ideas, but it be bad tactics to give away your position that way.~ IF ~~ THEN EXIT END // or whatever tie backs necessary IF ~~ b104 SAY ~[ARAN] Cyric's Black Heart, I don't run out on contracts. But you smell worse than a charnelhouse. If I throw up, you will be knowin' why.~ IF ~~ THEN EXIT END // or whatever tie backs necessary Another template to run out might be a set of reactions for PID, with Aran reacting to using Drow weapons: /* PID for Underdark: equipment addition */ + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWBLUN01","c-aran") Global("c-arandroweq","LOCALS",0)~ + ~[PC] Aran, you keep looking oddly at that Drow flail you are using. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Flail +3 + ~Global("c-arandroweq","LOCALS",0) OR(2) HasItemEquiped("DWCHAN01","c-aran") HasItemEquiped("DWCHAN02","c-aran")~ + ~[PC] Aran, you keep looking oddly at that armor you are wearing. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Elven Chain +3, Drow Adamantine Chain +5 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWCLCK01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that cloak you are wearing. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Piwafwi Cloak + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWHALB01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that halberd you are weilding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Halberd +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWPLAT01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that plate armor you are wearing. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Full Plate +5 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWSHLD01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that shield you are holding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Shield +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWSPER01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that lance you are weilding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Lance +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWSW1H01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that scimitar you are weilding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Scimitar +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWSW1H02","c-aran")~ + ~[PC] Aran, you keep looking oddly at that longsword you are weilding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Longsword +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWXBOW01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that crossbow you are using. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Crossbow of Speed IF ~~ c-aranreactdrow SAY ~[ARAN] Shar's Spikey Spit, I don't rightly want naught to do wi' a weapon what turns to dust in sunlight. I know it be powerful an' magical, but give me a solid surface weapon an' I'd be a mite happier.~ IF ~~ THEN DO ~SetGlobal("c-arandroweq","LOCALS",1)~ EXIT END Other ideas to play with: 0x402C HPPercent(O:Object*,I:Hit Points*) See HP(O:Object*,I:Hit Points*) except this is for a percentage. 0x402D HPPercentLT(O:Object*,I:Hit Points*) See HPLT(O:Object*,I:Hit Points*) except this is for a percentage. 0x402E HPPercentGT(O:Object*,I:Hit Points*) See HPGT(O:Object*,I:Hit Points*) except this is for a percentage. 0x4031 HaveSpell(I:Spell*Spell) Returns true only if the active CRE has the specified spell memorised. 0x4032 HaveAnySpells() Returns true if the active CRE has at least one spell memorised. 0x4044 CheckStat(O:Object*,I:Value*,I:StatNum*Stats) Returns true only if the specified object has the statistic in the 3rd parameter at the value of the 2nd parameter. 0x4045 CheckStatGT(O:Object*,I:Value*,I:StatNum*Stats) Returns true only if the specified object has the statistic in the 3rd parameter greater than the value of the 2nd parameter. 0x4046 CheckStatLT(O:Object*,I:Value*,I:StatNum*Stats) Returns true only if the specified object has the statistic in the 3rd parameter less than the value of the 2nd parameter. 0x404E PartyGold(I:Amount*) Returns true only if the player's party has the amount of gold specified in the 2nd parameter. 0x404F PartyGoldGT(I:Amount*) Returns true only if the player's party has more gold than specified in the 2nd parameter. 0x4050 PartyGoldLT(I:Amount*) Returns true only if the player's party has less gold than specified in the 2nd parameter. 0x4064 HasWeaponEquiped(O:Object*) Returns true only if the specified object has a weapon in a quickslot. 0x407F HasItemEquiped(S:ResRef*,O:Object*) Returns true if the specified object has the specified item in one of its quicklots if it is a weapon, or has it equipped if it is a piece of armour of an amulet etc. InventoryFull(O:Object*) One other area that readily springs to mind are flirts. Since appearance in PC-land is entirely subjective, and we currently do not have a way of identifying what portrait/avatar coloration combination is used, or anything else cosmetic like that in scripting, we often are restricted in the bread and butter of human attraction - reaction and commentary on appearance. We have to live in "generic land", with Assuming Facts Not In Evidence to be avoided. A sample of a problem-flirt: or worse, With a nod to HasItemEquiped(), though, some direct observation is possible: /* Flirt Additions: */ + ~HasItemEquiped("AMUL12",Player1) Global("TEMPVAR","LOCALS",0)~ + j100 // Laeral's Tear Necklace (3000 gp) + ~HasItemEquiped("AMUL01",Player1) Global("TEMPVAR","LOCALS",0)~ + j101 // Necklace of Missiles + ~HasItemEquiped("AMUL04",Player1) Global("TEMPVAR","LOCALS",0)~ + j102 // Studded Necklace with Zios Gems + ~HasItemEquiped("AMUL05",Player1) Global("TEMPVAR","LOCALS",0)~ + j103 // Bluestone Necklace + ~HasItemEquiped("AMUL06",Player1) Global("TEMPVAR","LOCALS",0)~ + j104 // Agni Mani Necklace + ~HasItemEquiped("AMUL07",Player1) Global("TEMPVAR","LOCALS",0)~ + j105 // Rainbow Obsidian Necklace + ~HasItemEquiped("AMUL08",Player1) Global("TEMPVAR","LOCALS",0)~ + j106 // Tiger Cowrie Shell Necklace + ~HasItemEquiped("AMUL09",Player1) Global("TEMPVAR","LOCALS",0)~ + j107 // Silver Necklace + ~HasItemEquiped("AMUL10",Player1) Global("TEMPVAR","LOCALS",0)~ + j108 // Gold Necklace + ~HasItemEquiped("AMUL11",Player1) Global("TEMPVAR","LOCALS",0)~ + j109 // Pearl Necklace + ~HasItemEquiped("AMUL16",Player1) Global("TEMPVAR","LOCALS",0)~ + j110 // Amulet of Metaspell Influence (+1 2nd level spell) + ~HasItemEquiped("AMUL18",Player1) Global("TEMPVAR","LOCALS",0)~ + j111 // Wolfsbane Charm +2 vs Lycanthropes + ~HasItemEquiped("AMUL22",Player1) Global("TEMPVAR","LOCALS",0)~ + j112 // Periapt of Proof Against Poison IF ~~ j100m // Laeral's Tear Necklace (3000 gp) SAY ~[ARAN] (He leans forward slightly, studying the Laeral's Tear necklace you are wearing.)~ IF ~~ THEN GOTO j113 // expensive END IF ~~ j101 // Necklace of Missiles SAY ~[ARAN] (He leans forward slightly, studying the Necklace of Missiles necklace you are wearing.)~ IF ~~ THEN GOTO j114 // missiles END IF ~~ j102 // Studded Necklace with Zios Gems SAY ~[ARAN] (He leans forward slightly, studying the zios gems embedded in the necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j103 // Bluestone Necklace SAY ~[ARAN] (He leans forward slightly, studying the bluestone necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j104 // Agni Mani Necklace SAY ~[ARAN] (He leans forward slightly, studying the angi mani necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j105 // Rainbow Obsidian Necklace SAY ~[ARAN] (He leans forward slightly, studying the obsidian necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j106 // Tiger Cowrie Shell Necklace SAY ~[ARAN] (He leans forward slightly, studying the cowrie shell necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j107 // Silver Necklace SAY ~[ARAN] (He leans forward slightly, studying the silver necklace you are wearing.)~ IF ~~ THEN GOTO j115 /* simple */ END IF ~~ j108 // Gold Necklace SAY ~[ARAN] (He leans forward slightly, studying the gold necklace you are wearing.)~ IF ~~ THEN GOTO j115 /* simple */ END IF ~~ j109 // Pearl Necklace SAY ~[ARAN] (He leans forward slightly, studying the pearl necklace you are wearing.)~ IF ~~ THEN GOTO j115 /* simple */ END IF ~~ j110 // Amulet of Metaspell Influence (+1 2nd level spell) SAY ~[ARAN] (He leans forward slightly, studying the amulet you are wearing.)~ IF ~~ THEN GOTO j118 /* magical */ END IF ~~ j111 // Wolfsbane Charm +2 vs Lycanthropes SAY ~[ARAN] (He leans forward slightly, studying the wolfsbane charm you are wearing.)~ IF ~~ THEN GOTO j117 /* anti-wolf */ END IF ~~ j112 // Periapt of Proof Against Poison SAY ~[ARAN] (He leans forward slightly, studying the periapt you are wearing.)~ IF ~~ THEN GOTO j116 /* anti-poison */ END IF ~~ j113 SAY ~[ARAN] Now, I do think that piece o' jewelry matches you. But on full account, there be few pieces, no matter how expensive, what can do justice to th' beauty o' your eyes.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // expensive IF ~~ j114 SAY ~[ARAN] (Hesitantly, he reaches one hand out to touch it...) OUCH! That there necklace done bit me! Hells, <CHARNAME>, you could have warned me th' bloody thing was leakin' some o' that missile-energy.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // missiles IF ~~ j115 SAY ~[ARAN] Perfect. Simple, attractive, understated, an' nearly as beautiful as you.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // simple IF ~~ j116 SAY ~[ARAN] Good protection. You might want to keep in on tonight, eh? On account o' I am cookin' wi' some new spices, an' I am nt sure I have the amount just right.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // anti-poison IF ~~ j117 SAY ~[ARAN] Now, you may think that charm will keep th' lkes o' me away. Problem is, I'm no wolf. I just act like one!~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // anti-wolf IF ~~ j118 SAY ~[ARAN] (He gently caresses it with the tip of one finger, then shivers and shakes his hand.) Now, that done give me a set o' goosebumps. Either it did, or th' curve o' your neck did. Either way, I think I might want to repeat th' experience.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // magical IF ~~ j119 SAY ~[ARAN] Now, that be alright for some women, but I am not so sure when it comes to you. I think it sets off your eyes right nice, but I think it be a mite clunky. Here. This pearl necklace might be better.~ DO ~<< GiveItemCreate "AMUL11">> SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // clunky
  3. Have Pen, Will Travel. We need Aran to have a sideline scribing scroll for PC. We can work on lovenotes and doodles and starry-eyed descriptions for the lady PCs later, us dudes need some meat and potatoes too. We are creating a uniqueness, a marker that sets him apart as special, but nothing that sets him apart as all-powerful. So what happens if a guy is born with only a smattering of connection to The Weave, but not enough to truly move into wild magic? Perhaps the more he studies his language and scribing, the more he unconsciously flexes those connections, until (with a great deal of effort and concentration, in conjunction with skilled study by either himself if he is a mage or someone else if they are)... he can prepare scrolls that are hospitable enough to the undercurrent of magic that they can come into power through collaboration. OK, a little heavy on the BS there, but hey, I started out a DM, and if there isn't a heavy layer of that stuff lying around, how is anything going to grow? So, the "special ability" is to be able to create scrolls, whether or not he is actually following the classes in MAGE_ALL. What about the other magics, like druidic/cleric? Nope - I have an ok backstory and I am sticking to it. If the dude is gathering weak links to the weave and using it to create scrolls, the divine magics are out, because they expect true divine intervention or agency. In 2E terms, mages craft magic from knowledge and control, clerics craft from faith and divine gifting. Since mages are controlling aspects of the weave to make things work, but do not have that divine intervention, then Aran should be able to 'mimic' the mage's works, and with his connection do well enough that collaboration (either with his own spellbook and knowledge or with someone else's) 'trick' the magic into occupying the scroll. No divine agent would look down and say "whoa, dude, cool scroll - far out, man! Sure, I will send down that 'Cyric's Nuclear Option of Doom' right away, even though you don't follow Cyric, because you are JUST THAT KEWEL, DUDE!". So, mage spells only. And now we have an FR rationale and backstory to play with (slightly bent, but not completely broken - hey, *I'm* not having tons of half-drow running around Faerun happily being good and playing well with the local constabulary! Don't poke me, I don't want any trouble!) Creating a Special Ability Well, there are a bunch of things out there that can handle this in different ways. Rogue Rebalancing allows you the choice of spells and potions to build, with the following (by the way, this is my new "go look at this' for fellow modders - aVENGER (RR) comments everything, and his code in a highlighter is a darned good minimalist painting, all ordered and clean, and easy to follow even when exactly what he is doing doesn't hit your brain.... which means it is organized in a painstaking way that will allow you to learn by watching what he does and following it, instead of going "why that, and what does it get associated with?". For the how-not-to example, just read the last sentence. He does things the opposite of that grammatical construction.) Here is where he gets busy in the .tp2, and I don't even need to explain - he does it for me: COPY ~RR/RR_STIM/ITEMS/RR#INV.ITM~ ~override~ // Invulnerability item for cutscene creatures COPY ~RR/RR_CORE/ACTORS/RR#ALCH.CRE~ ~override~ // Alchemy invisible creature (used for initiating the dialogue) COPY ~RR/RR_CORE/SPELLS/RR#ALCH.EFF~ ~override~ // Alchemy invisible creature summoning EFF COMPILE ~RR/RR_CORE/COMPILE/RR#ALCH.D~ // Alchemy invisible creature dialogue file (used for choosing potions) COMPILE ~RR/RR_CORE/COMPILE/RR#ALCH.BAF~ // Alchemy invisible creature AI script (used for initiating the dialogue) COPY ~RR/RR_CORE/SPELLS/RR#ALCHT.SPL~ ~override~ // Alchemy (Thief version) SAY UNIDENTIFIED_DESC @8100 SAY DESC @8100 From this, even before we go poking about the files, we can infer some things. First, he is using the "invisible creature" trick, where you build a .cre and make it invulnerable and invisible, and script it to spawn/self-destruct in game, thus giving your NPC (and/or PC) the ability to talk to yourself. JCompton did that with some cool Boo dialogs, and lots of people have done this with all sorts of things - Galactygon's Spell Pack over at BWL uses it in spell scripting to create all sorts of things like ofscreen targeting and pathing, in BG1NPC Domi used it to make Gorion's letter "talk", etc. - basically, the "invisible creature" trick is one of the big 'everybody does this to make hard-to-get-to-work stuff work' trick. Just a reminder - don't use cutspy.cre as your base. It is flagged as not interactable. I found that one out the hard way, trying to figure out why dialog wouldn't fire. That was several hours of my life wasted. Do we need to do all this? I mean, that looks like extra work, and we want to finish before 2062AD... Well, no. We do not. The same concept could simply be scripted out in dialog, with the following formula: Set a variable to 1 to show Aran can scribe a scroll, and set a timer (say, 1 in-game week, for instance) to limit the number of times a player can use the ability. When the variable is at 1 and the timer is expired, it enables a PID choice. When the PID choice is chosen, go to the kind of dialog setup listed below, and at the end loop back to 1. Or, if we want to be really, really picky, set up the timer and creation of scroll in a .bcs block, so that When a variable is 0, Aran can scribe spells, and a PID option shows up for it. Choosing the PID option runs a set of "choice" dialog states, sets the appropriate variable to 1, the type of scroll attached to a specific number, so (for instance) c-aranscribe = 1 = scroll of invisibility c-aranscribe = 2 = scroll of haste etc. and set a timer (say, 1 in-game week, for instance) to limit the number of times a player can use the ability. When the variable is at 1 and the timer is expired, it is picked up by a .bcs block, which either creates the item on Aran and gives him a DisplayStringHead() that indicates he has finished scribing the scroll, or does a StartDialogNoSet(Player1) that fires a banter giving the scroll to Player 1 - and of course sets the variable back to 0, ready for the next round. But then again, that Special Ability Icon is way cool, and makes my NPC look pro, so how would that work? OK, but first let's go see how aVENGER (RR) creates the dialog, because it will be useful in both invisible .cre and straightforward dialog approaches. Again, all his comments, not mine - file RR#ALCH.D // creator : aVENGER // argument : RR#ALCH BEGIN ~RR#ALCH~ IF ~NumTimesTalkedTo(0)~ THEN BEGIN a0 SAY @8121 // (With cleverness innate to the class, an experienced rogue has seen enough potions in his or her adventuring career to simulate the creation of one. However, the costs for any raw materials that are used in the process must be paid.) = @8122 // (This ability allows a rogue to brew one of the potions from the following list:) IF ~Class(LastTalkedToBy(Myself),THIEF_ALL) PartyGoldGT(199)~ THEN REPLY @8130 DO ~TakePartyGold(200) GiveItemCreate("POTN36",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Master Thievery (200 gp) IF ~Class(LastTalkedToBy(Myself),THIEF_ALL) PartyGoldGT(174)~ THEN REPLY @8131 DO ~TakePartyGold(175) GiveItemCreate("POTN39",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Perception (175 gp) IF ~Class(LastTalkedToBy(Myself),THIEF_ALL) PartyGoldGT(124)~ THEN REPLY @8132 DO ~TakePartyGold(225) GiveItemCreate("POTN10",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Invisibility (125 gp) IF ~Class(LastTalkedToBy(Myself),BARD_ALL) PartyGoldGT(249)~ THEN REPLY @8140 DO ~TakePartyGold(250) GiveItemCreate("POTN37",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Mind Focusing (250 gp) IF ~Class(LastTalkedToBy(Myself),BARD_ALL) PartyGoldGT(349)~ THEN REPLY @8141 DO ~TakePartyGold(350) GiveItemCreate("POTN21",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Clarity (350 gp) IF ~Class(LastTalkedToBy(Myself),BARD_ALL) PartyGoldGT(249)~ THEN REPLY @8142 DO ~TakePartyGold(250) GiveItemCreate("POTN42",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Regeneration (250 gp) IF ~PartyGoldGT(349)~ THEN REPLY @8133 DO ~TakePartyGold(350) GiveItemCreate("POTN24",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Defense (350 gp) IF ~PartyGoldGT(224)~ THEN REPLY @8134 DO ~TakePartyGold(225) GiveItemCreate("POTN52",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Extra Healing (225 gp) IF ~PartyGoldGT(49)~ THEN REPLY @8135 DO ~TakePartyGold(50) GiveItemCreate("POTN20",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Antidote (50 gp) IF ~PartyGoldGT(249)~ THEN REPLY @8136 DO ~TakePartyGold(250) GiveItemCreate("POTN14",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Oil of Speed (250 gp) IF ~Class(LastTalkedToBy(Myself),THIEF_ALL) PartyGoldGT(249)~ THEN REPLY @8137 DO ~TakePartyGold(250) GiveItemCreate("POTN13",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Oil of Fiery Burning (250 gp) IF ~Class(LastTalkedToBy(Myself),BARD_ALL) PartyGoldGT(124)~ THEN REPLY @8143 DO ~TakePartyGold(125) GiveItemCreate("POTN45",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Freedom (125 gp) IF ~PartyGoldGT(374)~ THEN REPLY @8138 DO ~TakePartyGold(375) GiveItemCreate("POTN56",LastTalkedToBy(Myself),1,1,1) DestroySelf()~ EXIT // Potion of Frost Giant Strength (375 gp) IF ~~ THEN REPLY @8150 DO ~DestroySelf()~ EXIT // (Do not brew any potions.) END We don't need to see the dialog strings to see how this could be useful this kind of dialog structure is - and how easy this could be to adapt for any number of things. Want a smithing character? Set this up in PID or a specific talk. An alchemist? Voila - most of the code work is right there, all set up. By the way, if you want a really interesting way of making things more or less expensive based on the current party status, try BG1NPC Bardic reputation Adjustment. Berelinde set up this little coding number, changing out costs by reputation through dialog branching. I am going to make the text small, so watch out for squinting eyes: in /* the deal is done */ APPEND ~X#LP1REP~ IF ~~ THEN X#Troubador1MakeBad SAY @110 + ~Reputation(Player1,20)~ + @111 + X#T1MB20.1 + ~Reputation(Player1,19)~ + @112 + X#T1MB19.1 + ~Reputation(Player1,18)~ + @112 + X#T1MB18.1 + ~Reputation(Player1,17)~ + @112 + X#T1MB17.1 + ~Reputation(Player1,16)~ + @112 + X#T1MB16.1 + ~Reputation(Player1,15)~ + @112 + X#T1MB15.1 + ~Reputation(Player1,14)~ + @112 + X#T1MB14.1 + ~Reputation(Player1,13)~ + @112 + X#T1MB13.1 + ~Reputation(Player1,12)~ + @112 + X#T1MB12.1 + ~Reputation(Player1,11)~ + @112 + X#T1MB11.1 + ~Reputation(Player1,10)~ + @112 + X#T1MB10.1 + ~Reputation(Player1,9)~ + @112 + X#T1MB9.1 + ~Reputation(Player1,8)~ + @112 + X#T1MB8.1 + ~Reputation(Player1,7)~ + @112 + X#T1MB7.1 + ~Reputation(Player1,6)~ + @112 + X#T1MB6.1 + ~Reputation(Player1,5)~ + @112 + X#T1MB5.1 + ~Reputation(Player1,4)~ + @112 + X#T1MB4.1 + ~ReputationLT(Player1,4)~ + @112 + X#T1MBNotPossible + ~Reputation(Player1,20)~ + @113 + X#T1MB20.2 + ~Reputation(Player1,19)~ + @113 + X#T1MB19.2 + ~Reputation(Player1,18)~ + @113 + X#T1MB18.2 + ~Reputation(Player1,17)~ + @113 + X#T1MB17.2 + ~Reputation(Player1,16)~ + @113 + X#T1MB16.2 + ~Reputation(Player1,15)~ + @113 + X#T1MB15.2 + ~Reputation(Player1,14)~ + @113 + X#T1MB14.2 + ~Reputation(Player1,13)~ + @113 + X#T1MB13.2 + ~Reputation(Player1,12)~ + @113 + X#T1MB12.2 + ~Reputation(Player1,11)~ + @113 + X#T1MB11.2 + ~Reputation(Player1,10)~ + @113 + X#T1MB10.2 + ~Reputation(Player1,9)~ + @113 + X#T1MB9.2 + ~Reputation(Player1,8)~ + @113 + X#T1MB8.2 + ~Reputation(Player1,7)~ + @113 + X#T1MB7.2 + ~Reputation(Player1,6)~ + @113 + X#T1MB6.2 + ~Reputation(Player1,5)~ + @113 + X#T1MB5.2 + ~Reputation(Player1,4)~ + @113 + X#T1MBALittle + ~ReputationLT(Player1,4)~ + @113 + X#T1MBNotPossible + ~Reputation(Player1,20)~ + @114 + X#T1MB20.3 + ~Reputation(Player1,19)~ + @114 + X#T1MB19.3 + ~Reputation(Player1,18)~ + @114 + X#T1MB18.3 + ~Reputation(Player1,17)~ + @114 + X#T1MB17.3 + ~Reputation(Player1,16)~ + @114 + X#T1MB16.3 + ~Reputation(Player1,15)~ + @114 + X#T1MB15.3 + ~Reputation(Player1,14)~ + @114 + X#T1MB14.3 + ~Reputation(Player1,13)~ + @114 + X#T1MB13.3 + ~Reputation(Player1,12)~ + @114 + X#T1MB12.3 + ~Reputation(Player1,11)~ + @114 + X#T1MB11.3 + ~Reputation(Player1,10)~ + @114 + X#T1MB10.3 + ~Reputation(Player1,9)~ + @114 + X#T1MB9.3 + ~Reputation(Player1,8)~ + @114 + X#T1MB8.3 + ~Reputation(Player1,7)~ + @114 + X#T1MB7.3 + ~Reputation(Player1,6)~ + @114 + X#T1MB6.3 + ~Reputation(Player1,5)~ + @114 + X#T1MBModerate + ~Reputation(Player1,4)~ + @114 + X#T1MBALittle + ~ReputationLT(Player1,4)~ + @114 + X#T1MBNotPossible END IF ~~ THEN X#T1MB20.1 SAY @115 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1499)~ + @117 DO ~TakePartyGold(1500) DestroyGold(1500) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB19.1 SAY @118 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1199)~ + @117 DO ~TakePartyGold(1200) DestroyGold(1200) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB18.1 SAY @119 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(999)~ + @117 DO ~TakePartyGold(1000) DestroyGold(1000) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB17.1 SAY @120 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(499)~ + @117 DO ~TakePartyGold(500) DestroyGold(500) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB16.1 SAY @121 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(499)~ + @117 DO ~TakePartyGold(500) DestroyGold(500) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB15.1 SAY @122 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(399)~ + @117 DO ~TakePartyGold(400) DestroyGold(400) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB14.1 SAY @123 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(199)~ + @117 DO ~TakePartyGold(200) DestroyGold(200) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB13.1 SAY @124 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(299)~ + @117 DO ~TakePartyGold(300) DestroyGold(300) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB12.1 SAY @125 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(399)~ + @117 DO ~TakePartyGold(400) DestroyGold(400) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB11.1 SAY @126 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(499)~ + @117 DO ~TakePartyGold(500) DestroyGold(500) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB10.1 SAY @127 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(699)~ + @117 DO ~TakePartyGold(700) DestroyGold(700) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB9.1 SAY @128 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(899)~ + @117 DO ~TakePartyGold(900) DestroyGold(900) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB8.1 SAY @129 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1199)~ + @117 DO ~TakePartyGold(1200) DestroyGold(1200) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB7.1 SAY @130 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1499)~ + @117 DO ~TakePartyGold(1500) DestroyGold(1500) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB6.1 SAY @131 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1999)~ + @117 DO ~TakePartyGold(2000) DestroyGold(2000) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB5.1 SAY @132 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2499)~ + @117 DO ~TakePartyGold(2500) DestroyGold(2500) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB4.1 SAY @133 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(4999)~ + @117 DO ~TakePartyGold(5000) DestroyGold(5000) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MB20.2 SAY @134 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2399)~ + @117 DO ~TakePartyGold(2400) DestroyGold(2400) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB19.2 SAY @135 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1899)~ + @117 DO ~TakePartyGold(1900) DestroyGold(1900) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB18.2 SAY @136 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1299)~ + @117 DO ~TakePartyGold(1300) DestroyGold(1300) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB17.2 SAY @137 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(899)~ + @117 DO ~TakePartyGold(900) DestroyGold(900) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB16.2 SAY @138 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(799)~ + @117 DO ~TakePartyGold(800) DestroyGold(800) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB15.2 SAY @139 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(499)~ + @117 DO ~TakePartyGold(500) DestroyGold(500) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB14.2 SAY @140 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(449)~ + @117 DO ~TakePartyGold(450) DestroyGold(450) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB13.2 SAY @141 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(599)~ + @117 DO ~TakePartyGold(600) DestroyGold(600) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB12.2 SAY @142 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(799)~ + @117 DO ~TakePartyGold(800) DestroyGold(800) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB11.2 SAY @143 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(999)~ + @117 DO ~TakePartyGold(1000) DestroyGold(1000) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB10.2 SAY @144 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1399)~ + @117 DO ~TakePartyGold(1400) DestroyGold(1400) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB9.2 SAY @145 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1799)~ + @117 DO ~TakePartyGold(1800) DestroyGold(1800) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB8.2 SAY @146 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2399)~ + @117 DO ~TakePartyGold(2400) DestroyGold(2400) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB7.2 SAY @147 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2999)~ + @117 DO ~TakePartyGold(3000) DestroyGold(3000) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB6.2 SAY @148 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(3999)~ + @117 DO ~TakePartyGold(4000) DestroyGold(4000) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB5.2 SAY @149 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(6499)~ + @117 DO ~TakePartyGold(6500) DestroyGold(6500) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MB20.3 SAY @150 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2799)~ + @117 DO ~TakePartyGold(2800) DestroyGold(2800) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB19.3 SAY @132 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2499)~ + @117 DO ~TakePartyGold(2500) DestroyGold(2500) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB18.3 SAY @131 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1999)~ + @117 DO ~TakePartyGold(2000) DestroyGold(2000) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB17.3 SAY @151 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1499)~ + @117 DO ~TakePartyGold(1500) DestroyGold(1500) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB16.3 SAY @138 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(799)~ + @117 DO ~TakePartyGold(800) DestroyGold(800) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB15.3 SAY @152 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(699)~ + @117 DO ~TakePartyGold(700) DestroyGold(700) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB14.3 SAY @153 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(699)~ + @117 DO ~TakePartyGold(700) DestroyGold(700) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB13.3 SAY @154 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(899)~ + @117 DO ~TakePartyGold(900) DestroyGold(900) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB12.3 SAY @155 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1199)~ + @117 DO ~TakePartyGold(1200) DestroyGold(1200) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB11.3 SAY @156 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(1599)~ + @117 DO ~TakePartyGold(1600) DestroyGold(1600) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB10.3 SAY @157 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2199)~ + @117 DO ~TakePartyGold(2200) DestroyGold(2200) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB9.3 SAY @158 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(2799)~ + @117 DO ~TakePartyGold(2800) DestroyGold(2800) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB8.3 SAY @159 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(3699)~ + @117 DO ~TakePartyGold(3700) DestroyGold(3700) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB7.3 SAY @160 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(3999)~ + @117 DO ~TakePartyGold(4000) DestroyGold(4000) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MB6.3 SAY @161 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(7499)~ + @117 DO ~TakePartyGold(7500) DestroyGold(7500) ReputationInc(-3)~ + X#Troubador1Final END IF ~~ THEN X#T1MBALittle SAY @162 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(4999)~ + @117 DO ~TakePartyGold(5000) DestroyGold(5000) ReputationInc(-1)~ + X#Troubador1Final END IF ~~ THEN X#T1MBModerate SAY @163 ++ @116 + X#Troubador1NoCoin + ~PartyGoldGT(7499)~ + @117 DO ~TakePartyGold(7500) DestroyGold(7500) ReputationInc(-2)~ + X#Troubador1Final END IF ~~ THEN X#T1MBNotPossible SAY @164 IF ~~ THEN EXIT END IF ~~ THEN X#Troubador1NoCoin SAY @165 IF ~~ THEN EXIT END IF ~~ THEN X#Troubador1Final SAY @166 IF ~~ THEN DO ~SetGlobal("X#TT1Deactivate","GLOBAL",1)~ EXIT END END So we can see how a merger of these two ideas can create dialog that can be very tightly tailored to the party, yet give a huge range of options. In this respect, it is a huge step up from Cromwell and Cespy forging, from a role-playing perspective - perhaps your Quest Blacksmith really likes dwarves and hates elves, so his forging prices and availability scale (or perhaps he offers different products to dwarves than elves, or figures out what store to start based on party gold)? Or perhaps reputation has an effect on what types of skills and services are offered? Or what if your crafter NPC operated by level, getting better items to forge, and crosschecked by the reputation of Player1, so that evil <CHARNAME>s got offered Daggers of Hideous Bloodletting, and Paladiny <CHARNAME>s got Daggers Of Riteous Providence? *cough* *cough* sorry, got carried away for a second there. Anyways, back to aAVENGER (RR). The AI for the invisible .cre is nicely set up, so summoning the .cre to access the dialog ("using the ability" in player terms) has the following script: IF OR(2) !Detect(LastSummonerOf(Myself)) StateCheck(LastSummonerOf(Myself),CD_STATE_NOTVALID) THEN RESPONSE #100 DestroySelf() END IF OR(4) Detect([EVILCUTOFF]) ActuallyInCombat() CombatCounterGT(0) AttackedBy([ANYONE],DEFAULT) THEN RESPONSE #100 DisplayStringNoNameHead(LastSummonerOf(Myself),@8120) // This ability cannot be used in a hostile environment DestroySelf() END IF NumTimesTalkedTo(0) Exists(LastSummonerOf(Myself)) !StateCheck(LastSummonerOf(Myself),CD_STATE_NOTVALID) THEN RESPONSE #100 StartDialogueNoSet(LastSummonerOf(Myself)) END That means block 1 deletes the .cre if the summoner disappears, if there is some kind of combat going on, or if a fireball trap just went off in the vacinity toasting the .cre... but if everything is a-ok, then the invisible .cre will start dialog with the actor that brought it into existence, accessing those options. OK, so far we have option 1 - build it through dialogs and timers, resolving it with either immediate creation and a "cooldown period", or commission and creation after the end of the timered "creation interval". option 2 - set up a spell that Aran can cast from either an innate ability/special ability slot or a dialog option that launches this invisible .cre and allows access to the menu. We haven't figured out *how* the .cre gets summoned yet, but we know it is attached to the way HLAs work, and we know that because aVENGER (RR) is looking at modifying and expanding existsing HLAs, which brings in the idea that perhaps cloning existing HLAs and adding them to Aran might be fun too, but I am nipping that line of inquiry in the bud because it involves much more research than even I find interesting. That is a level of script-guru stuff that I would rather beg the Big Boyz And Big Girlz to help me with if I ever have to. I don't mind going to the dentist, but I sure as heck don't volunteer for root canals without anaesthetic! Hey, so far this is pretty fun. Why don't we give it a twist further into the deep, and instead of using dialog or existing HLAs, build a level-advancing special ability that uses the special ability slots? Who does that? Well, Amber does. Emulating HLA Behaviors With Custom Stuff. Here is a snippet of Darios & Miera's Amber m#amber.baf, starting at line 3144. // Amber's racial special abilities IF XPGT(Myself,220000) GlobalLT("M#AmberLvl","GLOBAL",11) THEN RESPONSE #100 ApplySpellRES("M#INCFR",Myself) IncrementGlobal("M#AmberLvl","GLOBAL",1) END IF XPGT(Myself,440000) GlobalLT("M#AmberLvl","GLOBAL",12) THEN RESPONSE #100 ApplySpellRES("M#INCFR",Myself) IncrementGlobal("M#AmberLvl","GLOBAL",1) END IF XPGT(Myself,660000) GlobalLT("M#AmberLvl","GLOBAL",13) THEN RESPONSE #100 ApplySpellRES("M#INCFR",Myself) IncrementGlobal("M#AmberLvl","GLOBAL",1) END IF XPGT(Myself,880000) GlobalLT("M#AmberLvl","GLOBAL",14) THEN RESPONSE #100 ApplySpellRES("M#INCFR",Myself) IncrementGlobal("M#AmberLvl","GLOBAL",1) END IF XPGT(Myself,1100000) GlobalLT("M#AmberLvl","GLOBAL",15) THEN RESPONSE #100 ApplySpellRES("M#INCFR",Myself) IncrementGlobal("M#AmberLvl","GLOBAL",1) END IF XPGT(Myself,1320000) GlobalLT("M#AmberLvl","GLOBAL",16) THEN RESPONSE #100 AddSpecialAbility("M#CONTAG") ApplySpellRES("M#INCFR",Myself) IncrementGlobal("M#AmberLvl","GLOBAL",1) END So what is happening here? Well, Darios and Miera are taking advantage of the same set of resources that aVENGER(RR) is modifying. They are creating a leveling structure outside of HLA tables to create a custom HLA that improves as we go up in level. in this case, they want Amber to get progressively more fire resistant, and gain some tiefling abilities, but since BG2 didn't create tieflings as a race, they are adding these abilities to her this way: OK, so the script is adding a spell. In the first case, skipping the whole spell-adding-to-ids thing, and just using the spell as a way of adding a permanent effect to the target, and in the second adding it as a special ability, with its own cool icon, and space on the menu. Yeah, right. How? How is that spell called, and what does it actually do? Opening up NI, we find that a custom spell M#INCFR is added by Amber as a Fire Resistance Bonus (30) with a living Actor as target. OK, we have the custom spell we can build a resource that adds an effect, and then use ApplySpellRES(S:RES*, O:Target) to dump it onto our NPC via script. Now for the Special Ability - This one has an icon (SPWI409B.BAM) assigned, and is named "Contageous Eye", has its spell type set as innate, and a secondary type = disabling, and a whole set of effects (disease, playing a character string, etc. - all sorts of stuff). Lots of fun stuff to go poke around with in NI or DLTCEP. So to add in a Special Ability that casts like a spell, we can do all sorts of stuff, and add it as an innate ability by simply scripting that AddSpecialAbility(S:ResRef*). But what about summoning that .cre? The spell itself does that - how? Let's go back and look more closely at aVENGER (RR)'s Alchemy work. What does his RR#ALCHT.SPL do? ok, so it plays a sound, throws some color around, and accesses an EFF file. and what does that RR#ALCH.EFF do? So now we have a way of doing this in an innate slot, as well - we can create a leveling script that allows him to call a .cre into being, so if we wanted to we could make the .cre called dependent on both level and type, swapping all sorts of .cres in an invisible .cre shell game if we wanted to - we could even drive the player nuts, and make not only the choices random but the type of spell random (or dependent on what classes are in the party). We could get really crazy with this, if we wanted.
  4. Ah, the Flirtpack - feel the love. In my opinion, a really good addition to your BG2 game, if you are pursuing an in-game romance. From a roleplaying perspective, why does the player have to initiate everything? If the attraction is mutual, why wouldn't the NPC in question try a little to let you know that you might just be a candidate for the position of That Special Someone? Completely useless for powergamers and folks who want to play quests without the distractions of additional banter. Also not the best addition for folks who want to keep to the "early teen years" rating (though the 10 - 14 year olds I teach know more about hooking up than one would ever want to believe). But Aran is designed as a Companion Mod, so he should probably flirt a little bit. Or alot, as the case may be. WARNING: Soap Opera Style Innuendo And Language Present. If You Have To Ask If You Are Old Enough To Read This, You Aren't. So, let's hit source material for code. We are going to work with traified code, where the language that the player sees had been replaced with translation references, so that we are not unduly influenced by his text. Traified code sets up this: SAY ~Oh, you big strong man, you~ = SAY @142 For a full rundown on traification (creation of translator files from hardcoded .d files so that different languages can be used by the same code) see [ url= get the weidu docs anchor and insert here ]this documentation[ /url ] JCompton's FlirtPack, setup-npcflirt.tp2 EXTEND_TOP ~aerie.bcs~ ~npcflirt\aeriesoainitflirt.baf~ JCompton's FlirtPack, aeriesoainitflirt.baf IF Global("FWAerieFlirtsStart","LOCALS",0) GlobalGT("Lovetalk","LOCALS",8) OR(2) Global("AerieRomanceActive","GLOBAL",2) Global("AerieRomanceActive","GLOBAL",1) THEN RESPONSE #100 SetGlobal("FWAerieFlirtsStart","LOCALS",1) RealSetGlobalTimer("FWAerieFlirt","LOCALS",300) END IF RealGlobalTimerExpired("FWAerieFlirt","LOCALS") Global("FWAerieStartFlirtSOA","GLOBAL",0) G("FWDisableFlirts",0) InParty(Myself) !StateCheck(Player1,STATE_SLEEPING) G("SleptAerie",0) !Global("LoveTalk","LOCALS",19) !Global("LoveTalk","LOCALS",27) OR(2) Global("AerieRomanceActive","GLOBAL",2) Global("AerieRomanceActive","GLOBAL",1) See(Player1) CombatCounter(0) !See([ENEMY]) !Range([NEUTRAL],10) !AreaCheck("AR2100") !AreaCheck("AR2101") !AreaCheck("AR2102") !AreaCheck("AR2200") !AreaCheck("AR2201") !AreaCheck("AR2202") !AreaCheck("AR2203") !AreaCheck("AR2204") !AreaCheck("AR2205") !AreaCheck("AR2206") !AreaCheck("AR2207") !AreaCheck("AR2208") !AreaCheck("AR2209") !AreaCheck("AR2210") !AreaCheck("AR2400") !AreaCheck("AR2401") !AreaCheck("AR2402") THEN RESPONSE #100 SetGlobal("FWAerieStartFlirtSOA","GLOBAL",1) StartDialogueNoSet(Player1) Wait(1) END IF RealGlobalTimerExpired("FWAerieFlirt","LOCALS") Global("FWAerieStartFlirtSOA","GLOBAL",1) THEN RESPONSE #100 SetGlobal("FWAerieStartFlirtSOA","GLOBAL",0) RealSetGlobalTimer("FWAerieFlirt","LOCALS",2700) END IF RealGlobalTimerExpired("FWAerieFlirt","LOCALS") !CombatCounter(0) THEN RESPONSE #100 RealSetGlobalTimer("FWAerieFlirt","LOCALS",150) END So what is he doing here? In a general sense, he is setting up Aerie's script aerie.bcs with a set of commands that will cause the equivalent of a "PID" or "Force-Talk" at prearranged times. He has a few things that have become as close to canonical in mod authoring as can be had within such a disparate group of rugged individualists: In the first block, he checks for a potential or active Aerie romance, and sets a timer for progress. Notice it also doesn't start until the 4th lovetalk, so the player isn't tackled by Nympomaniac Aerie before they have gotten to know eachother a bit... In the second block, AreaCheck screening out of any places where flirting would be really silly: PC: "Heya, oh Drow-Disguised Aran... you look hot tonight" ARAN:"Sune's Sultry Sandals, girl, you want to blow our cover? Eh... well... didn't mean no... shouldn't o' used "blow" an' "cover", in th' same sentence. Damn your bright eyes, stop laughin' like that, you will call in th' entire Underdark!" Same block, G("FWDisableFlirts",0) checked as a screening variable so that if a player finds the flirts not to their liking they can shut them off. A snippet of the related .d file JCompton's FlirtPack, aeriesoaflirt.d // Active=1 initiated flirts APPEND AERIEJ IF ~Global("FWDisableFlirts","GLOBAL",0) Global("FWAerieStartFlirtSOA","GLOBAL",1) See(Player1) !StateCheck(Player1,STATE_SLEEPING) CombatCounter(0) Global("AerieRomanceActive","GLOBAL",1) !AreaCheck("AR2100") !AreaCheck("AR2101") !AreaCheck("AR2102") !AreaCheck("AR2200") !AreaCheck("AR2201") !AreaCheck("AR2202") !AreaCheck("AR2203") !AreaCheck("AR2204") !AreaCheck("AR2205") !AreaCheck("AR2206") !AreaCheck("AR2207") !AreaCheck("AR2208") !AreaCheck("AR2209") !AreaCheck("AR2210") !AreaCheck("AR2400") !AreaCheck("AR2401") !AreaCheck("AR2402")~ THEN BEGIN aerieinitflirtbase1 SAY @0 IF ~~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aeriethanks IF ~RandomNum(10,1)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aerieshuffle IF ~RandomNum(10,2)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aeriestandclose IF ~RandomNum(10,3)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aerieeyeing IF ~RandomNum(10,4)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aerieshoulder IF ~RandomNum(10,5)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aeriecircus IF ~RandomNum(10,6)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aeriesonice IF ~RandomNum(10,7)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aerielistening IF ~RandomNum(10,8)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aerienowonder IF ~RandomNum(10,9) AreaType(OUTDOOR)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aeriepointstars IF ~RandomNum(10,10) ReputationGT(Player1,15)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aerienice2people IF ~RandomNum(10,10) ReputationLT(Player1,8)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO aeriemean2people IF ~HPLT(Player1,15)~ THEN DO ~IncrementGlobal("FWAerieRandFlirt","LOCALS",1)~ GOTO lowhp1 END IF ~~ aerienice2people SAY @590 IF ~~ EXIT END IF ~~ aeriemean2people SAY @591 = @592 IF ~~ EXIT END IF ~~ lowhp1 SAY @589 IF ~~ THEN DO ~ReallyForceSpell(PLAYER1,CLERIC_CURE_MEDIUM_WOUNDS)~ EXIT END IF ~~ aeriethanks SAY @586 IF ~~ THEN EXIT END IF ~~ aeriepointstars SAY @585 IF ~~ EXIT END IF ~~ THEN BEGIN aerielistening SAY @400 = @401 IF ~~ THEN EXIT END IF ~~ THEN BEGIN aerienowonder SAY @402 = @403 IF ~~ THEN EXIT END and a little later on, ones created for the player to initiate: // PC-initiated flirts: Active=1 IF ~Global("FWDisableFlirts","GLOBAL",0) IsGabber(Player1) CombatCounter(0) GlobalGT("Lovetalk","LOCALS",8) !Global("LoveTalk","LOCALS",19) !Global("LoveTalk","LOCALS",27) Global("AerieRomanceActive","GLOBAL",1) !AreaCheck("AR2100") !AreaCheck("AR2101") !AreaCheck("AR2102") !AreaCheck("AR2200") !AreaCheck("AR2201") !AreaCheck("AR2202") !AreaCheck("AR2203") !AreaCheck("AR2204") !AreaCheck("AR2205") !AreaCheck("AR2206") !AreaCheck("AR2207") !AreaCheck("AR2208") !AreaCheck("AR2209") !AreaCheck("AR2210") !AreaCheck("AR2400") !AreaCheck("AR2401") !AreaCheck("AR2402")~ THEN BEGIN aerieflirtbase1 SAY @18 = @20 IF ~RandomNum(4,1)~ THEN REPLY @19 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO prettyaerie1 IF ~RandomNum(4,2)~ THEN REPLY @19 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO prettyaerie1 IF ~RandomNum(4,3)~ THEN REPLY @19 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO prettyaerie2 IF ~RandomNum(4,4)~ THEN REPLY @19 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO prettyaerie3 IF ~RandomNum(4,1)~ THEN REPLY @25 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO nuzzle1 IF ~RandomNum(4,2)~ THEN REPLY @25 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO nuzzle1 IF ~RandomNum(4,3)~ THEN REPLY @25 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO nuzzle2 IF ~RandomNum(4,4)~ THEN REPLY @25 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO nuzzle2 IF ~RandomNum(4,1)~ THEN REPLY @501 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO hug1 IF ~RandomNum(4,2)~ THEN REPLY @501 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO hug2 IF ~RandomNum(4,3)~ THEN REPLY @501 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO hug3 IF ~RandomNum(4,4)~ THEN REPLY @501 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO hug4 IF ~G("FWAerieBadTouch",0)~ THEN REPLY @29 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO badtouch1 IF ~G("FWAerieBadTouch",1)~ THEN REPLY @29 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO badtouch2 IF ~RandomNum(4,1)~ THEN REPLY @33 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO aerierobe1 IF ~RandomNum(4,2)~ THEN REPLY @33 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO aerierobe2 IF ~RandomNum(4,3)~ THEN REPLY @33 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO aerierobe3 IF ~RandomNum(4,4)~ THEN REPLY @33 DO ~IncrementGlobal("FWAerieFlirt","GLOBAL",1)~ GOTO aerierobe1 <<etc., etc.>> These bring in another set of ideas which have become pseudo-canonical in mod authoring: FLIRTS NOT TALKS. Initiation from the NPC = line, silent transition to a new state, response, exit. From the PC = line, player chooses an action, NPC gives response, exit. Otherwise, they are LoveTalks or Banters With Benefits. Use of IncrementGlobal() to track the number of flirts. Other mods, like berelinde's Gavin, Jastey's Ajantis, and a whole raft of other mods that track the PC responses (both positive and negative) have expanded that idea using IncrementGlobal("myGlobal","GLOBAL",1) and IncrementGlobal("myGlobal","GLOBAL",-1) to track player responses as seen from Use of RandomNum(#,#) to generate varied responses to the same basic action/dialog path taken by the player. Use of a "toggle" to turn a specific state on and then off again via script. NOTE: The Flirt Pack uses BioWare style toggles, standard for several years of i.e. modding, setting them active and then inactive via script. Modern usage is usually the safer "toggle on in script, toggle off and set timer in dialog". There are positives and negatives for both ways of doing this, but the current "industry standard" says that the best way to ensure that everything you have done in your own mod works correctly is to use dialog to close the variable as mauch as possible. So why don't we just do exactly what JCompton did, copying the code, and swapping in new values? I mean, why mess with success? Well, basically, that is what we are doing. But we can't just crib the code wholesale; for one thing, the package was coded before every NPC and their brother had PIDs. Look carefully at the player initiated flirts, and you see a conditionally modified PID. With IsGabber(Plaayer1) and then a second condition, JCompton switches in a new equivalent of a PID based on the globals and situation; for another look at this, look up the way Ajantis' PID is set up by Jastey in BG1NPC based on romance/no-romance conditions. So we would have hassles with Aran's PID. For our usage, we will borrow most of these ideas and reformat them into two separate sets of materials, one accessed as part of the PID made as a decision led from a single state, and the NPC-initiated flirts set up as an independent group of talks on thier own modifiable timer. For existing examples of that kind of work, here is an example from berelinde's code development in Gavin (the BG content, as the BG2 content is not yet available): IF InParty(Myself) TimeOfDay(DUSK) AreaType(OUTDOOR) Global("B!GavinDuskFlirt","GLOBAL",0) See(Player1) !See([ENEMY]) CombatCounter(0) !Global("B!DisableFlirts","GLOBAL",1) !Global("B!GavinQuietLover","GLOBAL",1) Global("B!GavinRomanceMatch","GLOBAL",1) !Global("B!GavinWoman","GLOBAL",1) //Gavin won't conduct his romance while he's female !StateCheck("B!GAVIN",CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) THEN RESPONSE #100 SetGlobal("B!GavinDuskFlirt","GLOBAL",1) PlaySong(0) PlaySound("BGAV_SS") StartDialogNoSet(Player1) END firing the related .d, CHAIN IF ~Global("B!GavinDuskFlirt","GLOBAL",1)~ THEN ~B!GAVINJ~ BGavinDuskFlirt ~You know, <CHARNAME>, there was a time, not long ago, when the approach of evening would fill me with dread. I would watch the sun sinking on the horizon, and I would not see the beauty of the sunset, but the mockery of the dawn. There was no promise of a new day, just the cold emptiness of night.~ = ~I never realized how beautiful the sunset could be.~ DO ~SetGlobal("B!GavinDuskFlirt","GLOBAL",2)~ EXIT Here we see some modern flirt components: PlaySong(0) and PlaySound("myWAV") to stop background music and play a romance-related sound cue Highly tailored conditions for some flirts, so that they respond directly to the game situation (TimeOfDay, AreaType, added conditional blockers for waering a Girdle of Gender Change, etc.) Slightly longer flirts, with more speech than action (in this case). Let's use most of these ideas, both Old Skool and Modern. First up, let's set up Aran a good batch of what Friends® character Joey would call "Heya, how YOU doin'" materials. Playing With Ideas First up, an addition of two swap in/swap out lines to ~C-ARANJ~ to be integrated into a few friend talks and love talks, but mostly into the PID: /* Stop or Restart Flirting Duo */ IF ~Global("c-aranflirtstop","GLOBAL",0) OR(2) Global("c-aranromance","GLOBAL",1) Global("c-aranromance","GLOBAL",2)~ THEN REPLY ~[PC] You have to stop coming up to me and flirting. I do not want that behavior to continue.~ + c-aranrestopflirts IF ~Global("c-aranflirtstop","GLOBAL",1) OR(2) Global("c-aranromance","GLOBAL",1) Global("c-aranromance","GLOBAL",2)~ THEN REPLY ~[PC] You do not pay attention to me the way you used to, Aran. I miss your company.~ + c-aranrestartflirts /* Restart Flirting Duo Finished */ IF ~~ c-aranrestopflirts SAY ~[ARAN] Tymora's against me today, I see. She's a fickle one, that one. Right. Business only. Got it.~ IF ~~ THEN DO ~SetGlobal("c-aranflirtstop","GLOBAL",1)~ EXIT END IF ~~ c-aranrestartflirts SAY ~[ARAN] Sune's... well, I'd be a liar if I said I wasn't thinkin' about it. Can't figure if you want me to express appreciation, or not. Women. Naught but trouble, they are.~ IF ~~ THEN DO ~SetGlobal("c-aranflirtstop","GLOBAL",0)~ EXIT END These will allow a player eligible or in the romance to start and stop Aran initiating flirting. we could go back and make these more interesting, but let's move on for now. Instead of relying on lots of conditions and checks in the J-File, we will set up most of the action via script. We set up four blocks in the BCS. We are also going to steal an idea from Lord Ernie and Bri's Tashia, and create a blocking variable that will send things off if PC and Aran are in a fight, using c-aranfight. We also want a bunch of these - some players like flirting, others don't. But on Mega Installs, things tend to run out, or repeat. So let's put a whole bunch of random entries, to spice thins up a little. Unless they are incredibly flirt-happy, no person will see all those in one game; but that is even better, as Aran will suprise folks if someone actually tries him a second time. Reminder - area list for BG2 The first block on C-ARAN.BCS, setting up when Aran feels like he can try his hand at a flirt or two: /* Set Up Flirting After 3 FTs + 3 LTs */ IF Global("c-aranpcflirtstart","GLOBAL",0) GlobalGT("c-aranfriendbg2","GLOBAL",6) GlobalGT("c-aranrombg2","GLOBAL",6) OR(2) Global("c-aranromance","GLOBAL",1) Global("c-aranromance","GLOBAL",2) THEN RESPONSE #100 SetGlobal("c-aranpcflirtstart","GLOBAL",1) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT) END and if things get going pretty well on the flirting front, advance the PDAs... /* Player likes to flirt, 12 interactions by either Aran or PC without shutting him down */ IF Global("c-aranpcflirtstart","GLOBAL",1) OR(2) Global("c-aranromance","GLOBAL",1) Global("c-aranromance","GLOBAL",2) GlobalGT("c-aranflirt","GLOBAL",12) THEN RESPONSE #100 SetGlobal("c-aranpcflirtstart","GLOBAL",2) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT) END Now the first set of flirts, lightweight, unsure of PDAs (Public Display Of Affection) /* Lightweight Flirts */ IF Global("c-aranpcflirtstart","GLOBAL",1) RealGlobalTimerExpired("c-aranflirttimer","GLOBAL") Global("c-aranflirtstop","GLOBAL",0) Global("c-aranfight","GLOBAL",0) OR(2) Global("c-aranromance","GLOBAL",1) Global("c-aranromance","GLOBAL",2) See(Player1) !StateCheck(Player1,CD_STATE_NOTVALID) !StateCheck("c-aran",CD_STATE_NOTVALID) CombatCounter(0) !AreaCheck("AR2100") // Underdark !AreaCheck("AR2101") // Beholder Cave in Underdark !AreaCheck("AR2102") // Adalon's Cave !AreaCheck("AR2200") // Ust Natha !AreaCheck("AR2201") // Temple in Ust Natha !AreaCheck("AR2202") // Inn in Ust Natha 1st Floor !AreaCheck("AR2203") // Inn in Ust Natha; 2nd Floor !AreaCheck("AR2204") // House in Ust Natha !AreaCheck("AR2205") // House in Ust Natha !AreaCheck("AR2206") // Qilue's House in Ust Natha !AreaCheck("AR2207") // Deirex's Tower in Ust Natha !AreaCheck("AR2208") // Jarlaxle's House wherever !AreaCheck("AR2209") // Jae'llat's House !AreaCheck("AR2210") // Deirex's Cave !AreaCheck("AR2400") // Mind Flayers in Underdark !AreaCheck("AR2401") // Cave Between Underdark and Exit from Underdark !AreaCheck("AR2402") // Kuo Toa in Underdark THEN RESPONSE #100 SetGlobal("c-aranlightflirt","GLOBAL",1) PlaySong(0) PlaySound("c-aranlt") StartDialogNoSet(Player1) END and the resulting toggled "light flirts" APPEND ~C-ARANJ~ IF ~Global("c-aranlightflirt","GLOBAL",1)~ THEN BEGIN c-aranflirtswithpc1 SAY ~(Aran's weatherbeaten face turns towards you, and he moves close by your side.)~ /* Random Light Flirts */ IF ~RandomNum(20,1)~ THEN GOTO c-aranflirt1hale IF ~RandomNum(20,2)~ THEN GOTO c-aranflirt1hearty IF ~RandomNum(20,3)~ THEN GOTO c-aranflirt1eyes IF ~RandomNum(20,4)~ THEN GOTO c-aranflirt1face IF ~RandomNum(20,5)~ THEN GOTO c-aranflirt1bust IF ~RandomNum(20,6)~ THEN GOTO c-aranflirt1legs IF ~RandomNum(20,7)~ THEN GOTO c-aranflirt1touch IF ~RandomNum(20,8)~ THEN GOTO c-aranflirt1joke IF ~RandomNum(20,9)~ THEN GOTO c-aranflirt1look IF ~RandomNum(20,10)~ THEN GOTO c-aranflirt1blush IF ~RandomNum(20,11)~ THEN GOTO c-aranflirt1ink IF ~RandomNum(20,12)~ THEN GOTO c-aranflirt1writing IF ~RandomNum(20,13)~ THEN GOTO c-aranflirt1tease1 IF ~RandomNum(20,14)~ THEN GOTO c-aranflirt1tease2 IF ~RandomNum(20,15)~ THEN GOTO c-aranflirt1tease3 IF ~RandomNum(20,16)~ THEN GOTO c-aranflirt1tease4 IF ~RandomNum(20,17)~ THEN GOTO c-aranflirt1tease5 IF ~RandomNum(20,18)~ THEN GOTO c-aranflirt1tease6 IF ~RandomNum(20,19)~ THEN GOTO c-aranflirt1tease7 IF ~RandomNum(20,20)~ THEN GOTO c-aranflirt1tease8 IF ~HPPercentLT(Player1,50)~ THEN GOTO c-aranflirt1heal END IF ~~ c-aranflirt1hale SAY ~[ARAN] (You notice Aran's gaze lingering on you. He grins...) Aye, there are some sights always worth seein', you know.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1hearty SAY ~[ARAN] <CHARNAME>, you are a fine figure o' a woman. Let me know if I can help out some way, eh?~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1eyes SAY ~[ARAN] I'm just checkin'. Your eyes are a damn sight finer than I ever did see.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1face SAY ~[ARAN] (His gaze lingers on your form, until he realizes that you are watching him...)~ = ~[ARAN] (and his eyes snap up to meet yours as his face flushes a dusky red.)~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1bust SAY ~[ARAN] There, now, you got a strap caught... hold on...~ = ~[ARAN] errr... well, perhaps you'd better move it yourself. I don't want to get slapped for my trouble, touchin' you there.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1legs SAY ~[ARAN] Sune's Bounty, you have legs what... hey... was I speakin' out loud? Sorry. Shuttin' up an' gettin' back to business.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1touch SAY ~[ARAN] (He hesitates, then lightly rests his hand on your shoulder for a moment.)~ = ~[ARAN] Aye, I do believe we are doin' passibly well.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1joke1 SAY ~[ARAN] So, what do ye call a male Drow without a girlfriend?~ = ~[ARAN] Homeless!~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1look SAY ~[ARAN] I'd be drinkin' to your beauty, <CHARNAME>. Problem is, there's not enough Rashemi firewine in th' whole of Amn to do you justice.~ = ~[ARAN] I'd sure like to try, though.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1blush SAY ~[ARAN] (His eyes trace your neck, and drop lower...)~ = ~[ARAN] I had somethin' to say, I really did. Just can't remember exactly what right now.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1ink SAY ~[ARAN] A drop o' ink may make a thousand men think. But one look at you, an' I can't think o' writin' anythin' at all.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1writing SAY ~[ARAN] I'm no bard, to be writin' poems. I work mostly balance sheets an' contracts. All I can say is, you are as pretty as an iron tight trade bond, wi' a 30 percent profit.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease1 SAY ~[ARAN] Just seein' what a big bad Bhaalspawn looks like when she's got a smudge o' food on her left cheek.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease2 SAY ~[ARAN] This is some adventure, eh? Most folks don't get past th' grand adventure o' "hey darlin', what's for dinner?", an yet here we all are wonderin' what's goin' to have *us* for dinner.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease3 SAY ~[ARAN] Right now, I bet you are askin' yourself what to do. My advice is get some darned good food, a bottle o' wine, an' perhaps a quick washup... don't mean no offense, but that last critter we took down left a trail o' blood or slime or somethin' right across your left sleeve there.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease4 SAY ~[ARAN] I'd pull your hair an' tease you, but I figure you'd take offense. So just pretend to be apprentice-age, an' I just pulled your hair. Wait a sec... Candlekeep, right? Never mind. You probably had your head in some book. Probably never kissed no boy nohow.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease5 SAY ~[ARAN] What a blighted great place to be fightin' for our lives at every turn. So do you come here often? How's the food? Know any available converts o' Sune? You thinkin' o' convertin'?~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease6 SAY ~[ARAN] You know, I think I hate you. Reasonably good lookin', pretty confident, commandin' all these powers, on your way to th' top... yep. Reminds me I ought to get off my sorry arse an' do some work for a change. Definitely hate you.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease7 SAY ~[ARAN] Say, have you seen a woman around here, about *so* high, about *so* for a figure, an' generally more dangerous an' beautiful than your average dragon? Oh, there you are, <CHARNAME>!~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1tease8 SAY ~[ARAN] I need to stand here more often. I look right good bein' your sword an' shield, so to speak.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranlightflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END /* Low HP hijack of flirts early flirts */ IF ~~ c-aranflirt1heal SAY ~[ARAN] <CHARNAME>, you are hurt. Let me take a look at that, will you?~ IF ~RandomNum(5,1)~ THEN GOTO c-aranflirt1heal1 IF ~RandomNum(5,2)~ THEN GOTO c-aranflirt1heal2 IF ~RandomNum(5,3)~ THEN GOTO c-aranflirt1heal3 IF ~RandomNum(5,4)~ THEN GOTO c-aranflirt1heal4 IF ~RandomNum(5,5)~ THEN GOTO c-aranflirt1heal5 END IF ~~ c-aranflirt1heal1 SAY ~[ARAN] (Aran's rough hands are warm and gentle as he brushes them across your calves, seaching for damage)~ = ~[ARAN] Bloody hells, <CHARNAME>. I'm supposed to be protectin' you from this.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranheavyflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1heal2 SAY ~[ARAN] (Aran hesitates, careful not to touch you as he looks for damage)~ = ~[ARAN] Clangedden's Hammer, you are hurt right proper, you are. I'd massage you a mite, to reduce the stiffness, but not wi' those bruises.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranheavyflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1heal3 SAY ~[ARAN] (Aran's hands move across your shoulders, but his eyes catch yours and he stops suddenly.)~ = ~[ARAN] Selune herself is not so beautiful. Even wi' all this damage, I'm too distracted to think straight. We need to get you healed right quick...~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranheavyflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1heal4 SAY ~[ARAN] (His face draws close to your knees as he kneels and checks for cuts and bruises. His breath is warm and close.)~ = ~[ARAN] I'd be a sight happier inspectin' for damage without all this clothin' in the way... ~ = ~[ARAN] (Aran's face turns scarlet.) *Ahem*. Right, then... hand me that strip o' bandage until we get you some real healin'.~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranheavyflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END IF ~~ c-aranflirt1heal5 SAY ~[ARAN] (Aran's hands move close along your ribcage, his fingers gently but insistently probing.)~ = ~[ARAN] (Suddenly slipping through a torn section of clothing, his hand is close, warm, and intimate on your skin, rough but tender.)~ = ~[ARAN] I'm sorry. Didn't mean to be so forward. Just checkin' what's hurt, an all. I could kiss some o' that better, I think...~ IF ~~ THEN DO ~IncrementGlobal("c-aranflirt","GLOBAL",1) SetGlobal("c-aranheavyflirt","GLOBAL",0) RealSetGlobalTimer("c-aranflirttimer","GLOBAL",ARAN_FLIRT)~ EXIT END Now on to the second set of flirts, more sure of PDAs (Public Display Of Affection). (In another few days, because they need some revision. And some completion.)
  5. OK, since the flirts are progressing, let's mess with PIDs. Player Initiated Dialogs or PIDs, are conversation options that show up when you "force-click" on the NPC. They are designed as individual conversations/flirts menus/Voice fixers/etc., taking advantage of the engine's mapping of click-to-talk=StartDialogNoSet(). In other words, clicking on an NPC is similar to scripting IF True() // >> clicked on << THEN RESPONSE #100 StartDialogNoSet("Player1") END only running once. This means that if we add options to the *BOTTOM* <<VERY IMPORTANT>> of the stack, with an "always true" condition, clicking on the NPC gives us access to a single (usually huge) dialog state with a ton of conditioned replies. REMEMBER:A PID is an "always true" conditioned dialog state. This is why a PID will pop up if you make a mistake on your NPC's J-file - if the script can't find what it is looking for, it will send back this PID instead. Worse, if you install the PID above other conditioned replies, IT WILL BLOCK THAT CONTENT. The safest way to deal with this is to make sure that the PID is a separate component in your NPC mod, and installs last in the order. You do not need to worry about other mods and modders - the Crossmod Banter Pack deals with B-files, and most modders do not mess around with reordering your mod's dialog states. If they do add to your NPC's J-file, it is likely to be interjections or specially scripted banters, and they have either gotten your permission (in which case they are aware of the issue) or they have simply weighted their materials higher than the bottom anyways, to make sure their stuff plays. The only exception to this canonical BioWare™ characters that have PPG FlirtPack entries. If you are adding content there, you need to be aware that unless you do a good bit of specialized work, your PID addition to (for example) Aerie *will* conflict with those flirts. Remember, folk, on these recommendations - I am talking code not content. And I am not a coding expert, so the suggested mods for research are just ones where I have come across cool ideas while reviewing code. Prepping for Aran, I have found it useful to read .d with only .tra numbers, so I don't get the dialog; I am just looking at the way the modder *structured* how they were doing things. That being said, for the most comprehensive use/abuse of this system, try checking out PID coding in Jastey's Ajantis in BG1NPC, and to a lesser but as detailed extent Domi's SharTeel PID in the same mod. Other notable PIDs to research: for clean and efficient structuring, Kulyok's Xan and Angelo PID coding (in Xan especially, she separates a series of PIDs off and builds "leveling" menus and submenus that tailor the PID and available responses with an efficiency that is not present in any other PID currently publicly released). Berelinde's Gavin PID (she extends options, reactions, and gives the most comprehensive commenting out there so it is easy to follow most of her files) can give you a good handle on how the structure works, and for the simplest and easiest to understand PID, chose any of JCompton's Flirtpack entries. They are not called PIDs, probably because they (I think) predated the idea. But as we talked about in Flirts, each component of the FlirtPack adds a clean, simple PID. To start the ball rolling, we need the dialog state that will run and always be true. This is /* PID for SoA */ IF ~IsGabber(Player1)~ THEN c-aranpid SAY ~[ARAN] (Aran is wandering around, idly tossing rocks at things that strike his fancy.)~ IF ~~ THEN EXIT END This means that when you press the "talk" icon at the bottom of the screen and then click on Aran's character portrait in the game, if no other conditions are true on the J-file, the dialog box will pop up OK, that is better than the stock variation on but not much better. So let's begin building in some responses. No, wait, let's start with an easier one - how about a PID that handles the case where a player has another party member NPC selected as the talker, rather than the PC, and then is about to post a bug report about the PID not working... let's set up a condition that handles the "not <CHARNAME> trying to force-talk". Several modders do this - most of them are single throwaway "Not now, I have a headache" lines, for reasons that will soon become apparent as I wander off into lala land... /* PID for SoA */ IF ~!IsGabber(Player1)~ THEN c-aranpidother SAY ~[ARAN] (Aran is wandering around, idly tossing rocks at things that strike his fancy. Since you are <GABBER>, not <CHARNAME>, he grins and sticks his tongue out at you before turning away.)~ IF ~~ THEN EXIT END This means that if I have Aldaron as my main PC, and I have selected Kivan instead of Aldaron, the PID will pop the following: (For more information on 'tokens' like <CHARNAME> <PRO_HESHE>, <PLAYER1>, and <GABBER> - things that the game can do for your text to match what is happening in any particular game setting on the fly, please see the IESDP). Well, so far so good. But we can do a bit better. I would not try this one at home, folks, because I am not sure it is the best way of doing this, but I will try a thought-experiment here, and massively abuse CHAIN to add a little custom "fun" for players. Here, we take advantage of the DeathVariable (dv) of existing NPCs to make individualized comments. Now, most folks don't do this for a zillion reasons, one of which is it is a huge waste of time for a throwaway line that 99% of folks will not even notice. But hey, what's an hour or two of tilting at windmills between friends... We know IsGabber("dv") will not check condition, and will not check to see if an NPC exists, so it won't crash. So we can mess with IsGabber("dv") and !IsGabber("dv") with relative impunity. Setting the condition IsGabber("b!haldimir") will allow that line to play only if the talker has a dv of b!haldimir. We can ignore folks who name their PC "Aerie" - because the engine handles that already, designating PC = Player1, so this dialog state will not play for them. Folks who create their own Multiplayer game and name their half-Elf Sorceress Aerie, playing from slot 2, well, erm... I guess they are SOL. Let's just hope no one is playing with a half-orc barbarian male and named them Aerie, or there will be a minor head-scratching moment when Aran makes a pass at them /* PID for SoA */ /* PID 1: Options for Other NPCs PC <> Aran, also know as "throughly abusing CHAIN until it screams" */ CHAIN IF ~!IsGabber(Player1)~ THEN c-aranpidother ~[ARAN] Well, now, you might want to talk, but I do have a bit on my mind right now, <GABBER>. Can this wait a bit?~ == ~C-ARANJ~ IF ~IsGabber("ADANGEL")~ THEN ~[ARAN] Besides, we might have a chat over weapons cleanin' later on, Angelo. I never did hear how you got free 'o that' Cyric-buggerin' bastard Sarevok, not from your perspective. I'll bring th' flask, you bring th' stories.~ EXIT So now we have a reply of if Angelo is not in the party, but if he is: We can also can cover multiplayer, but to do so we will need to stretch the usual limits of conditioned replies - here, we need a series of responses that skips out the special responses. this is a partial list for illustration. Please see the final code edits at the end of the next section for a relatively long list of possibles. == ~C-ARANJ~ IF ~!IsGabber("ADANGEL") !IsGabber("Aerie") !IsGabber("Anishai") !IsGabber("Anomen") // big section of other !IsGabber("myNPCdv") calls goes here removed for space !IsGabber("YASRAENA") !IsGabber("YASRAENA") !IsGabber("Yoshimo") !IsGabber("Z_MODDY") !IsGabber("ZAIYA")~ THEN ~[ARAN] No offence, <GABBER>, I just don't rightly have much to say to you right now.~ Here is a quick run at the "not-the-player PID reminder". Please feel free to suggest responses, as I am not completely familiar with all of the NPCs on the list. I can always tweak the response, but go ahead, give it a try! /* PID for SoA */ /* PID 1: Options for Other NPCs PC <> Aran, also know as "throughly abusing CHAIN until it screams" */ CHAIN IF ~!IsGabber(Player1)~ THEN c-aranpidother ~[ARAN] Well, now, you might want to talk, but I do have a bit on my mind right now. Can this wait a bit?~ == ~C-ARANJ~ IF ~IsGabber("ADANGEL")~ THEN ~[ARAN] Besides, we might have a chat over weapons cleanin' later on, Angelo. I never did hear how you got free 'o that' Cyric-buggerin' bastard Sarevok, not from your perspective. I'll bring th' flask, you bring th' stories.~ == ~C-ARANJ~ IF ~IsGabber("Aerie")~ THEN ~[ARAN] Not meanin' to be short, m'darlin lassie, but I'd rather we have a talk later. Are you up for a walk tonight, Aerie? Mayhap just you an' me, under th' stars?~ == ~C-ARANJ~ IF ~IsGabber("Anishai")~ THEN ~[ARAN] Though if you are lookin' for a partner to try a few practice runs, Ainshai, You could always try to get a good feel o' what's in my pocket... by Mask's Mighty Mouth, you could charm th' trousers off o' me, you could.~ == ~C-ARANJ~ IF ~IsGabber("Anomen")~ THEN ~[ARAN] Anomen, if this is about my gear bein' not quite tidy enough, I done rightly heard you the first three times. An' I'll say it again - I don't answer to you, nohow. So bugger on about your business, m'lord, an' leave me to mine.~ == ~C-ARANJ~ IF ~IsGabber("Azure")~ THEN ~[ARAN] Besides, Azure, I know better than to be makin' time wi' you. Sharo's a pretty sensitive wolf, an' might not take kindly to us takin' too long, private -like.~ == ~C-ARANJ~ IF ~IsGabber("B!Gavin")~ THEN ~[ARAN] BLOODY HELLS, OUCH! By Lathander's Sunny Sh... Gavin, what in th' hells do you think I'm usin' to walk with, my hands? Look, I know I don't rightly use th' tops o' my feet for much, but that's no reason for you to use 'em as steppin' stones.~ == ~C-ARANJ~ IF ~IsGabber("b!haldamir")~ THEN ~[ARAN] I'm goin' to kick myself for sayin' that, too, Haldamir, on account o' you don't talk much to anyone, an' here you go tryin' to start a conversation. Talk about bad timin'.~ == ~C-ARANJ~ IF ~IsGabber("BIDDE")~ THEN ~[ARAN] An' you can stop lookin' at me w' those cold stone grey eyes, y' old shortaxe. I like Lathander well enough, an' you don't need to go convertin' me to your ways.~ == ~C-ARANJ~ IF ~IsGabber("Britt")~ THEN ~[ARAN] Though how you got into this adventurin' party, Britt, is a mystery to me, you know. I thought you were just pullin' my leg about joinin' on. I suspect there's been some divine intervention what's made you take up adventurin'.~ == ~C-ARANJ~ IF ~IsGabber("BWTOUCHX")~ THEN ~[ARAN] An' lay off th' advice, Touchstone, m'boyo. You Wild Elves have been around a mite longer than me an' my kinfolk, I know, but here's more to th' world than trees, bugs, an' grass. Well, at least there's also mud, soot, an' grime, based on what you be wearin' right now.~ == ~C-ARANJ~ IF ~IsGabber("CALLISTO")~ THEN ~[ARAN] An' stay ahead o' me, Callisto. Mask's Blade, you are a right fine fighter, but you worry me, you do. You get all out o' control, an' there's nothin' what can stop you. I wouldn't want to have no 'accident' or nothin'.~ == ~C-ARANJ~ IF ~IsGabber("Cernd")~ THEN ~[ARAN] If it that talk you were wantin' to give me on th' ways o' th' birds an' th' bees, Cernd, well - that ship sailed a couple o' years ago. Though I can tell you o' some things I've learned what's great in th' bedroom, but don't quite fit under th' headin' o 'natural'... ~ == ~C-ARANJ~ IF ~IsGabber("CHLOE")~ THEN ~[ARAN] In fact, Chloe, let's just pretend we done talked already, an' call it quits. You scare th' crap out o' me.~ == ~C-ARANJ~ IF ~IsGabber("CMALORA")~ THEN ~[ARAN] Not that I don't appreciate some bubbly happiness an' sunshine in my day, m'darlin' Alora, but I need to concentrate right now. An' that 'happy happy joy joy' spirit o' yours might break it. Plus, last time you got all huggy wi' me, half my purse mysteriously went missin'... don't you play "Happy Hin" wi' me, lassie! I can't rightly afford it right now!~ == ~C-ARANJ~ IF ~IsGabber("CMGMIRIAM")~ THEN ~[ARAN] I don't have much time for no bloodsucker, nohow, Miriam. Especially when I don't rightly know which 'we' is you. I don't know why <CHARNAME> don't just throw a stake through your heart an' be done wi' you.~ == ~C-ARANJ~ IF ~IsGabber("CMNIKITA")~ THEN ~[ARAN] I'll tell you what, though, Nikitalleria. When we next camp, I will trade you fair an' square. You teach me a little sleight o' hand, an' I will teach you a mite on parryin' versus Waterdeep double-swords. An' I won't make no pass at you, neither. This is just friend to friend, see? ~ == ~C-ARANJ~ IF ~IsGabber("CMNINAF")~ THEN ~[ARAN] Besides, m'lady Ninafer, shouldn't you be chattin' up Anomen or somethin'? I think you are a right fine woman, an' all. But the boy's the jealous type, an' an officer an' all. I got enough o' him ridin' my back without you makin' it worse.~ == ~C-ARANJ~ IF ~IsGabber("CORAN")~ THEN ~[ARAN] An' stand where I can see you, Coran. Th' ladies might like your 'charmin' rogue' act, but me, I'm not that impressed.~ == ~C-ARANJ~ IF ~IsGabber("D#Silver")~ THEN ~[ARAN] An' stay an arm's length away, SilverStar. Unless you want a nice mutton, lettuce, an' tomato sandwich, or somethin'. Then where would your Mary be, eh? Have fun stormin' that particular castle.~ == ~C-ARANJ~ IF ~IsGabber("D0Alassa")~ THEN ~[ARAN] You can charm the breath out o' me an th' trousers off o' me, Alassa, with just the bat o' an eyelash. An' worse, you know it. But keep those gorgeous eyes an' pert lips out o' my business. You would skin me an' serve me raw if it got you an extra few coin, laughin' all the way to Calimport.~ == ~C-ARANJ~ IF ~IsGabber("DL#BWN")~ THEN ~[ARAN] By Tempus' Shield, Branwen, you are a sight for sore eyes. But I don't have no time to talk about following Tempus right now. Come talk to me when we are campin', or some such time.~ == ~C-ARANJ~ IF ~IsGabber("DYNAHEIR")~ THEN ~[ARAN] M'lady Wychlaran, I don't mean no disrespect. An' please don't turn me into no toad, nor squirrel, nor naught like that, Dynaheir. I just don't have no words t' speak right now.~ == ~C-ARANJ~ IF ~IsGabber("E3Fade")~ THEN ~[ARAN] I'm no prude, Fade, an' I respect th' Guild rightly enough. An accomplished Knife's a right good part o' a party, an' you keep th' Shadow Thieves appeased. But I don't trust no tiefling, no way, no how. So unless it's business, keep to yourself, girl.~ == ~C-ARANJ~ IF ~IsGabber("Edwin")~ THEN ~[ARAN] Unless it be more stories o' your conquests, o' course, Edwin. You got more o' those, well, step right on over, an' we'll have a mite o' a chat. I still can't rightly believe a Chondathan girl can be trained to do what you described last time. Didn't know they bent that way.~ == ~C-ARANJ~ IF ~IsGabber("FHLAND")~ THEN ~[ARAN] Come by an' chat later, though, Andrei. We can spar a bit, an' swap stories. Or, I can tell stories an' you can listen. Did I ever tell you about th' time Kirran an' me an' BrightFire got into a mite o' a spat wi' some boys servin' th' wi' Black Company? Now, that were a fight for a bard to describe...~ == ~C-ARANJ~ IF ~IsGabber("FHLSEB")~ THEN ~[ARAN] Though you could do me a right good favor, Sebastian, an' lay off Andrei. The lad's a decent enough sort, an' he needs some breathin' room you don't give him. I'll watch his back, don't you worry.~ == ~C-ARANJ~ IF ~IsGabber("FINIREN")~ THEN ~[ARAN] I don't have nothin' to say to you nohow, Irenicus. I spoke my piece back when we kicked your sorry arse. I'd tell you to get lost in any o' th' hells, but you've already done that.~ == ~C-ARANJ~ IF ~IsGabber("FWGhareth")~ THEN ~[ARAN] But come have a drink wi' me when you can, Ghareth. I want to hear more about th' Cowled an' their ways. Forewarned is forearmed, an' all that time enforcin' for 'em has got some good stories, I bet. I'll trade you, an' tell you about th' time I was servin wi' Moonshea an' we had a bit o' warlock trouble. Talk abut uncontrolled magic...~ == ~C-ARANJ~ IF ~IsGabber("G#CASS")~ THEN ~[ARAN] I know that look, Cassius love, an' you are about to charm me wi' those stories o' heroism an' such. Th' trouble wi' all you Skalds an' your tales is that when th' hero slays th' monster an' looks about, there's not much left o' th' rest o' th' party. Write one o' them tale where the kitchen maid an' her four friends beat th' crap out o' a dragon an' all live to tell the tale, an' I'll listen!~ == ~C-ARANJ~ IF ~IsGabber("GOZALOTH")~ THEN ~[ARAN] Better yet, keep yer distance, you floatin' eyeball. I can't rightly make out your accent anyways. An' people think *my* accent be hard to follow...~ == ~C-ARANJ~ IF ~IsGabber("HaerDalis")~ THEN ~[ARAN] An' lay of th' 'sparrowhawk', 'dovewing', an' birdy-birdy language for a mite, there, HaerDalis, eh? If you do, I'll let you look at a scrap o' parchment I found in a library outside o' Beregost, what's written in th' tongue o' Gold Dwarves...~ == ~C-ARANJ~ IF ~IsGabber("Horace")~ THEN ~[ARAN] Now, hold on to your jawbone, an' stop scratchin' th' inside o' that left eyesocket, Horace. I got enough trouble stayin' un-spooked just lookin' at you, let alone talkin' to an animated skeleton!~ == ~C-ARANJ~ IF ~IsGabber("Hubelpot")~ THEN ~[ARAN] We'll be talkin' over dinner prep anyways, Hubelpot. Don't worry none - I'll try not to get ripped limb from limb afore then, and with a bit o' luck, you won't be ground up bits o' parts neither. We can talk about real curry makin'!~ == ~C-ARANJ~ IF ~IsGabber("Imoen2")~ THEN ~[ARAN] I'm not pushin' you away, Imoen, really I'm not. I just know you have a mite on your mind, too, an' I'm not happy company right now. I'll walk by you for a bit, though, if you want.~ == ~C-ARANJ~ IF ~IsGabber("IYLOS")~ THEN ~[ARAN] You can't rightly expect much in th' way o' small talk from me, nohow, Iylos. You got a mission, an' I respect that. But fish around for information about <CHARNAME> from someone else. I don't serve more than one contract at a time, an' <CHARNAME> has that right now, an' probably 'til I'm arguin' wi' Kelemvor myself on where the prettiest girl souls be hidin' out.~ == ~C-ARANJ~ IF ~IsGabber("J#Kelsey")~ THEN ~[ARAN] Not that I'm puttin' you off for no reason, Kelsey. Come an' talk another time. I spent plenty o' time punchin' fists, Coster tradin' up an' down th' Sword Coast as a lad. We should talk shop some time soon, eh? I never did run a store, though I have done my share o' accountin' a' contract drafts. Reminds me o' th' good old days, when you raised an alarm for a stray urchin, a pickpocket, or a kobold or two, instead o' all the beasts th' nine hells can throw at us.~ == ~C-ARANJ~ IF ~IsGabber("Jaheira")~ THEN ~[ARAN] Yes, Jaheira, I packed up my bedroll right tightly. No, Jaheira, I did not eat too much o' th' hardtack, an' cramp my bowels. Yes, Jaheira, I read that list o' spices you wanted me to try to get into th' dinner roster. Melliki's Mysterious Mouth, I'm no bloody half-elf out o' your loins, I'm just a friend, eh? Go easy on th' motherin', for th' love of our friendship!~ == ~C-ARANJ~ IF ~IsGabber("Jan")~ THEN ~[ARAN] Tell you what, Jan. If th' story is about turnips, relatives, or craftin' new inventions, I can tell you I done heard it. In fact, if it was turnips, I done heard it twice. But we will have time to take on meal prep, an' then you can tell me about th' time the cute female turnip golem who was really your third cousin on your uncle's side managed to get you an idea for an invention what turned out to be th' best thing since th' gods created womenfolk.~ == ~C-ARANJ~ IF ~IsGabber("JCBruce")~ THEN ~[ARAN] Tymora's Tantalizing Tits, you got a huge bundle o' nerve talkin' to me, Bruce m'boyo. You owe *me* two platinum orbs an' the names o' three reliable courtesans, an' you haven't paid up yet. Bugger off until you do, you lazy bastard!~ == ~C-ARANJ~ IF ~IsGabber("K#Auren")~ THEN ~[ARAN] Tell you what, Auren - talk to me later, an' we'll have a go at that attack an' counter routine we had a few days ago. You are winnin' three falls to two, an' I would rightly enjoy balancin' out th' game, so to speak. ~ == ~C-ARANJ~ IF ~IsGabber("K#Bana")~ THEN ~[ARAN] You should know better than to sneak up on me like that, Banana. I got me a ton o' recipes wi' your name on 'em... hey, you got a cousin named Rosanna Bananadana?~ == ~C-ARANJ~ IF ~IsGabber("K#Sarah")~ THEN ~[ARAN] Sarah, lass-o-me-heart, I don't mean to be short wi' you. I'll make it up to you later. I can fix some decent flatbread an' honey, just like they serve back near Beregost, an' mayhap I can bribe you for a story or two. You keep too quiet, lass, an' I do appreciate your friendship.~ == ~C-ARANJ~ IF ~IsGabber("K#SHEENA")~ THEN ~[ARAN] I can promise you right proper, Sheena, I am not puttin' you off. I've sense enough not to cause no offense to a comerade what can be beautiful woman one moment, an' firedrake next. It be hard enough to stay on th' right side o' a regular woman, wi' out no draconic heritage.~ == ~C-ARANJ~ IF ~IsGabber("KACHIKO")~ THEN ~[ARAN] Hey, none o' that sharp eyed glare, Kachiko. I'll gladly talk wi' you another time. By your Eight Million Kara-Turan Gods, I didn't mean to offend you none. Not all o' us have your Dragon Tongue's focus, you know. I needs must concentrate, or I'll be not attendin' to my duties well enough. I'm not a Sword Saint or anythin'.~ == ~C-ARANJ~ IF ~IsGabber("Kari")~ THEN ~[ARAN] Easy, there, lass - don't you be gatherin' your tail in a twist, an' all. Literally, I mean. You are blushin' redder than I done seen in a tenday! Kari, I'm just busy now, that's all. Come by when we settle in for th' night, an' I'll help you with that weapon sharpenin' you were askin' about.~ == ~C-ARANJ~ IF ~IsGabber("Keldorn")~ THEN ~[ARAN] I don't mean no disrespect, Keldorn. If you have somethin' you want me to do, just say the word. Otherwise, I need to attend to my duties right proper.~ == ~C-ARANJ~ IF ~IsGabber("Keto")~ THEN ~[ARAN] How about you come by tonight, though, Keto, an' we trade some stories? I'd be lyin' if I didn't think I'd make you nice company. I have some nice Rashemi Firewine set aside, not even watered down... ~ == ~C-ARANJ~ IF ~IsGabber("KIARA")~ THEN ~[ARAN] There might be time to talk later, though, Kiara. I want to hear more about that monk trainin'. I'll help wi' some breath-holdin' exercise, if you want, too. Though there be not much more between us, I expect. I know you might be a decent enough friend, but somehow it always ends up bein' more about you, an' less about anyone else.~ == ~C-ARANJ~ IF ~IsGabber("KINDREK")~ THEN ~[ARAN] An' don't you be startin' in on me about th' corruption magic causes, neither, Kindrek. I'll take whatever weapon th' gods hand me, if it gets the job done proper. An' one more word about my head decoratin' a pike bein' pretty, an' we'll just have to see if that fancy weapon o' yours will be stronger than my skills, boyo.~ == ~C-ARANJ~ IF ~IsGabber("Kiyone")~ THEN ~[ARAN] Though between you an' me, I'd rather keep talkin' to you an' make some sort o' accommodation, Kiyone. I'd trust you to watch my back right proper.~ == ~C-ARANJ~ IF ~IsGabber("Korgan")~ THEN ~[ARAN] If this is about th' sharpenin' bar, Korgan, here it is. I don't need it no more nohow. An' I'm not so happy wi' havin' to rent it for two iron crescents an' a Trademeet trade bar. Xvim's Spit, that's bloody highway robbery.~ == ~C-ARANJ~ IF ~IsGabber("Kova")~ THEN ~[ARAN] On second thought, stay away, Kova. I'm not particular about my company, but in your case, I'm up for makin' exceptions. I'm not sayin' guilty, I'm not sayin' innocent - I'm just sayin' naught.~ == ~C-ARANJ~ IF ~IsGabber("LRIRENIC")~ THEN ~[ARAN] An' keep your Master O' th' Universe crap out o' my face, wonderboy. <CHARNAME> killed you once, remember? In my opinion, it were done too slowly, an' wi' not enough o' th' pain an' sufferin' on your part.~ == ~C-ARANJ~ IF ~IsGabber("M#AMBER")~ THEN ~[ARAN] I'm not likely to have nothin' to say anyways, Amber. It seems like you are backin' <CHARNAME>, but while you ca take the lady out o' th hells, now, can you really take th' hells out o' th' lady? I don't rightly trust no tiefling, no matter how pretty.~ == ~C-ARANJ~ IF ~IsGabber("Mazzy")~ THEN ~[ARAN] I'll be happy to help on th' weapons cleanin' later, though, Mazzy. I want to see how you sharpen those arrows so fierce.~ == ~C-ARANJ~ IF ~IsGabber("Minsc")~ THEN ~[ARAN] Oh, I'm right sorry, Minsc - didn't mean to be so short. Though when I'm standin' close to you, short is the word what springs to mind right quick, it does. You are blockin' most o' my view, big boy. You mind steppin' over a bit, so's I can see where we are headed?~ == ~C-ARANJ~ IF ~IsGabber("MTS#Shy")~ THEN ~[ARAN] Chende, I'm, err... well, I'm... not that I have anythin' against half-orcs, or nothin, on account o' I have worked wi' my share o' right proper comrades what's got my back as good as I watch theirs, regardless o' orcish blood. It's just you keep adjustin' your top, an' it bothers me a bit. There's a good healthy woman, an' then there's a need to get some clerical intervention. That's just not right, eh?~ == ~C-ARANJ~ IF ~IsGabber("MWAriena")~ THEN ~[ARAN] Ariena, don't be lookin' like that at me I'm not shunnin' you, I just don't rightly have th' time right now! We'll try some sparrin' later on. Though this time, you done got to remember that we be sparrin', not fightin' for real. Last time, you bloody well busted a few o' my ribs.~ == ~C-ARANJ~ IF ~IsGabber("MWKido")~ THEN ~[ARAN] An' no, I'm not interested in more discussions about Cyric an' his Dark Light, Kido. You spin a fine tale, but I'm stickin' wi' <CHARNAME> for <PRO_HISHER> sake, not on account o' any love for murder, death destruction, chaos, an' all that crap.~ == ~C-ARANJ~ IF ~IsGabber("Nalia")~ THEN ~[ARAN] An' I am not one o' th' Great Unwashed Little People, neither, Nalia. I 'll have you know I took a bath just last week. Well, parts o' me, anyways. Wanna see?~ == ~C-ARANJ~ IF ~IsGabber("NATH")~ THEN ~[ARAN] Come by later, though, 'Fletcher. We never did finish talkin' about that whole Trade Way skirmish wi' the Chill hittin' your squad o' Fist. I heard from Valis your party done got ambushed right proper, but fought all th' way out wi' only two casualties anyways. Now that is a story worth hearin' more'n once, it is. I'll provide th' spirits, you provide th' stories. ~ == ~C-ARANJ~ IF ~IsGabber("Ninde")~ THEN ~[ARAN] I mean no disrespect, o'course, m'Lady Ninde. I wouldn't want to be on th' wrong side o' one o' your tongue lashin's. Though if there's a right side, well, I'm your man for to call on. I'll just go get that gear straightened out a bit, eh?~ == ~C-ARANJ~ IF ~IsGabber("O#TIAX")~ THEN ~[ARAN] Yeah, yeah, I done heard you th' first twenty times. 'Tiax Rules All'. 'When Tiax Rules, Aran Will Be Th' Boot-Scraper An' Will Have To Talk To Me'. Sune's Rambunctious Rump, someone get this insane shorty th' Nine Hells away from me.~ == ~C-ARANJ~ IF ~IsGabber("O#XAN")~ THEN ~[ARAN] No offence, Xan, but I want to keep my spirits up, eh? You are one powerful Tel Quessir, but you sure can bring on th' doom an' gloom.~ == ~C-ARANJ~ IF ~IsGabber("P#DEHER")~ THEN ~[ARAN] Beggin' your pardon, m'lady Deheriana. I don't mean no offence to you nor your Ranger.~ == ~C-ARANJ~ IF ~IsGabber("P#KIVAN")~ THEN ~[ARAN] I'm downright flattered you want to talk to me, I am, Kivan - I don't mean no disrespect. There's just not rightly no time now for talkin'.~ == ~C-ARANJ~ IF ~IsGabber("R#ALLIS")~ THEN ~[ARAN] An' don't you be pesterin' me about all that cookin' wi' meat again, Allison. I know you be fond o' th' animals, but there's a right good purpose for them there bunny rabbits. Make good stew, they do!~ == ~C-ARANJ~ IF ~IsGabber("R#Kitanya")~ THEN ~[ARAN] Beggin' your pardon, o' course, vanimaberylellie en amin... no offense meant. I'd Like it fine if we could talk later, Kitanya. I'd like to learn some o' th' Tel Quessirim fightin' tactics, if you've a mind to share.~ == ~C-ARANJ~ IF ~IsGabber("Rylorn")~ THEN ~[ARAN] In fact, forget it. Shut your foul mouth, you Cyric-lovin' filth. If <CHARNAME> didn't keep you on a tight leash like soem pet, I'd be servin' your heart up tartar-style, wi' a nice cup o' th' blood o' innocents you like to murder. Watch your back, bastard, on account o' I'm just waitin' for th' opportunity to plant somethin' between your third an' fourth ribs.~ == ~C-ARANJ~ IF ~IsGabber("SAERILETH")~ THEN ~[ARAN] Hold on... I can do this right proper, I can. I've been readin'. *ahem*. Forsooth, it pains me greatly to cause you distress, my Lady Saerileth. But thy words best not the needs of the moment, and I must away anon. Perchance thy gracious lips would caress mine ears at the first pale glimmer of starlight; for in thine countenance I do see the beauty of life, the vivaciousness of youth, and the satin power of Tyr enobl'd and made feminine in the grace of your form. This poor sinner doth confess the lusts of both body and mind for such sweet discourse; a breath, a moment of your beauty is like the drop of divine wisdom from the countenance of Ao. *ahem*. Sune's Salacious Succulence, talkin' that way'll kill a man dead, it will. ~ == ~C-ARANJ~ IF ~IsGabber("SDNPC")~ THEN ~[ARAN] Come by an' talk later, though, Yikari. We can get a good stiff drink, an' loosen that still tongue o' yours. I want to hear more about th' far off lands, an' especially those Kara-Turan womenfolk!~ == ~C-ARANJ~ IF ~IsGabber("SIME")~ THEN ~[ARAN] Not meanin' to offend you, Sime, nor your father. I'd be right happy if you'd come talk later on. Perhaps I can buy you a drink or somethin', next opportunity. No pass, honest, just interested in swappin' some stories, playin' some dice, passin' the time.~ == ~C-ARANJ~ IF ~IsGabber("SK#NEHT")~ THEN ~[ARAN] I'm up for a mite o' a chat later, though, Neh'Taniel. You talk a deep set o' subjects, you do. I need most o' my mind on th' discussion if I want to keep up, eh?~ == ~C-ARANJ~ IF ~IsGabber("Skooter")~ THEN ~[ARAN] Oh, I'm right sorry, I am. Skooter, I did promise a throw or two o' that stick, didn't I. Right then, here you go... one good toss down that way. Just don't get lost, eh, m'boyo? There's critters around here what could eat *me* for a light snack, let alone you.~ == ~C-ARANJ~ IF ~IsGabber("SOLAUFEIN")~ THEN ~[ARAN] I'm not that interested in talkin' to no drow, nohow, Solaufein. You may talk a good game, but me, I got both my eyes on you. Figuratively speakin' that is. It'd be a mite messy if I done popped 'em out an' stuck em' to you.~ == ~C-ARANJ~ IF ~IsGabber("SUBRU")~ THEN ~[ARAN] Bugger all, Bruce, I told you I was tapped out clean. No coin, no trade bars, nothin'. Hells, man, here - take this flask. An' don't be drinkin' it staright in one shot, or it'll put you right over on your ares. Cut it wi' some water. Now leave me alone 'til payday!~ == ~C-ARANJ~ IF ~IsGabber("SUHESSA")~ THEN ~[ARAN] An' give me back my coinpurse, there, stickyfingers. Umberlee's Undulating Urges, Hessa, you should be lookin' for other marks, not messin' wi' my flat purse. <CHARNAME>'s holdin' all my share!~ == ~C-ARANJ~ IF ~IsGabber("t#dace")~ THEN ~[ARAN] An' don't you be goin' all 'Ducky This' an' 'Ducky That' wi', me, Linton. You're a right fine woman, but I figure you're a mite too streetwise to come roll in th' hay wi' th' like o' me.~ == ~C-ARANJ~ IF ~IsGabber("TASHIA")~ THEN ~[ARAN] Now, you want me to carry that kitty cat o' yours about, I'm your man. An' I wouldn't mind a few riddles, nether, Tashia. How about when we camp, I wander on by an' we have a nice conversation, private-like. I'll brew some decent tea...~ == ~C-ARANJ~ IF ~IsGabber("TSUJATH")~ THEN ~[ARAN] Outsider an' necromancer... there's naught about you that sits right wi' me, Tsujatha. I' m tolerant for <CHARNAME>'s sake, an' that's about it. So don't look for small talk an' comeradeship here.~ == ~C-ARANJ~ IF ~IsGabber("Valen")~ THEN ~[ARAN] An' stop spookin' me like that, Valen. I stay on one side o' <CHARNAME>, you stay on th' other, an' we will be fine. But I don't rightly think we should be havin' no private conversation. I'm likely to end up bein' an appetizer, or a light pre-dinner snack.~ == ~C-ARANJ~ IF ~IsGabber("Valygar")~ THEN ~[ARAN] I'm right suprised you want to talk, anyways, Valygar. You haven't put two words together wi' me in nigh on a tenday.~ == ~C-ARANJ~ IF ~IsGabber("Viconia")~ THEN ~[ARAN] On second thought, Viconia, don't even bother. I've got naught to say to a Shar-kissed spawn o' th' Nether Planes. Bugger off an' go screw an ettin, or somethin'.~ == ~C-ARANJ~ IF ~IsGabber("WILLYB")~ THEN ~[ARAN] besides, if it s that coin I owe you, Bruce m'boy, I'm tapped out until <CHARNAME> loosens those purse strings. So don't go all 'beat your arse' this an' 'youse gonna get yours' on me, eh? Just get <CHARNAME> to drop a few coin my way, an' I'll get square wi' you.~ == ~C-ARANJ~ IF ~IsGabber("WLBRAN")~ THEN ~[ARAN] I don't want to drive you away, none, Branwen you are a fine figure o' a woman. All that 'Tempus' Shield' talk, though, it worries me a mite. I'd offer you some companionship, but I'd rather not be askin' you to heal th' parts o' my body you might cut off.~ == ~C-ARANJ~ IF ~IsGabber("WxJon")~ THEN ~[ARAN] Aye, I did check up on th' idea, Jonathan, an' you'd be a fine addition to any one o' three different Guilds. I can write up th' letters for you, if you want, but the again, what be th' hurry? Th' Guilds take a tithe, an' you are doin' right fine as an independent, watchin' <CHARNAME>'s back.~ == ~C-ARANJ~ IF ~IsGabber("xulaye")~ THEN ~[ARAN] An' by Lolth's Lengthy Legs, keep away from me, you heartless drow bitch. I'm not one o' your filthy spider-spawn males to order about, Xulaye, cover or no cover. You want somethin', you put it through <CHARNAME>, done correct on th' chain o' command.~ == ~C-ARANJ~ IF ~IsGabber("YASRAENA")~ THEN ~[ARAN] I don't have naught to say to you nohow, Yasraena. You seem to be backin' <CHARNAME>, an' I see why. But the only good drow is... well, I'm not so sure I should finish that statement. Just stay where I can watch you, an' don't try to talk me up, an' I won't cause you no trouble. ~ == ~C-ARANJ~ IF ~IsGabber("Yoshimo")~ THEN ~[ARAN] Tell you what, Yoshimo - we'll talk next time we camp. I want to try that card game again. I don't rightly know how you won all five hands, an' I want a chance to make some o' those wages back. ~ == ~C-ARANJ~ IF ~IsGabber("ZAIYA")~ THEN ~[ARAN] Now, don't you be gettin' mad, there, Zaiya. I'm right interested in what you have to say. An' you are a right fine lookin' lassie, too, though sometimes it be dangerous to be around one o' those 'surges' o' yours...~ == ~C-ARANJ~ IF ~IsGabber("Z_MODDY")~ THEN ~[ARAN] Now then, miss foxy lass, I don't have no problems wi' talkin' to you, but now is not rightly th' time. Come by at dinner, Moddy, an' we'll share a bit o' talk, eh? Or better yet, a nice brace 'o rabbits.~ == ~C-ARANJ~ IF ~!IsGabber("ADANGEL") !IsGabber("K#SHEENA") !IsGabber("Aerie") !IsGabber("Anishai") !IsGabber("Anomen") !IsGabber("Azure") !IsGabber("B!Gavin") !IsGabber("b!haldamir") !IsGabber("BIDDE") !IsGabber("Britt") !IsGabber("BWTOUCHX") !IsGabber("CALLISTO") !IsGabber("Cernd") !IsGabber("CHLOE") !IsGabber("CMALORA") !IsGabber("CMGMIRIAM") !IsGabber("CMNIKITA") !IsGabber("CMNINAF") !IsGabber("CORAN") !IsGabber("D#Silver") !IsGabber("D0Alassa") !IsGabber("t#dace") !IsGabber("DL#BWN") !IsGabber("DYNAHEIR") !IsGabber("E3Fade") !IsGabber("Edwin") !IsGabber("FHLAND") !IsGabber("FHLSEB") !IsGabber("FINIREN") !IsGabber("FWGhareth") !IsGabber("G#CASS") !IsGabber("GOZALOTH") !IsGabber("HaerDalis") !IsGabber("Horace") !IsGabber("Hubelpot") !IsGabber("Imoen2") !IsGabber("IYLOS") !IsGabber("J#Kelsey") !IsGabber("Jaheira") !IsGabber("Jan") !IsGabber("JCBruce") !IsGabber("Kari") !IsGabber("K#Auren") !IsGabber("K#Bana") !IsGabber("K#Sarah") !IsGabber("KACHIKO") !IsGabber("Keldorn") !IsGabber("Keto") !IsGabber("KIARA") !IsGabber("KINDREK") !IsGabber("Kiyone") !IsGabber("Korgan") !IsGabber("Kova") !IsGabber("LRIRENIC") !IsGabber("M#AMBER") !IsGabber("Mazzy") !IsGabber("Minsc") !IsGabber("MTS#Shy") !IsGabber("MWAriena") !IsGabber("MWKido") !IsGabber("Nalia") !IsGabber("NATH") !IsGabber("Ninde") !IsGabber("O#TIAX") !IsGabber("O#XAN") !IsGabber("P#DEHER") !IsGabber("P#KIVAN") !IsGabber("R#ALLIS") !IsGabber("R#Kitanya") !IsGabber("Rylorn") !IsGabber("SAERILETH") !IsGabber("SDNPC") !IsGabber("SIME") !IsGabber("SK#NEHT") !IsGabber("Skooter") !IsGabber("SOLAUFEIN") !IsGabber("SUBRU") !IsGabber("SUHESSA") !IsGabber("TASHIA") !IsGabber("TSUJATH") !IsGabber("Valen") !IsGabber("Valygar") !IsGabber("Viconia") !IsGabber("WxJon") !IsGabber("WILLYB") !IsGabber("WLBRAN") !IsGabber("Xulaye") !IsGabber("YASRAENA") !IsGabber("Yoshimo") !IsGabber("Z_MODDY") !IsGabber("ZAIYA")~ THEN ~[ARAN] No offence, <GABBER>, I just don't rightly have much to say to you right now.~ EXIT Please feel free to add suggestions! In Progress Notes: /* Missing Stivan, SBS (Sandra), Therrin, Vanim, Wikaede, Mulgore & Xavia (BGT Indira, some of the Tutu NPC mods that might be CLUA'd into a BGT game) */ /* LEFT OFF ON PURPOSE: Taim, updated by MTS. No dialog, no assignments - silent NPC. */ /* Siefer's Horace is only available through PM/private distribution, and needs minor editing of .d for modern installs. May need permissions to update it and put it back in operation. */ /* Bananna included, but just for fun! [ARAN] Why are bananas never lonely? [bANANNA] Because they hang around in bunches. [ARAN] I done figured it was on account o' they make a right fine snack, so they don't have much time this run on th' Great Wheel. [bANANNA] You are a sick, sick man. [ARAN] I heard down on th' south continent, they 're not goin' to grow bananas no longer. [bANANNA] Really? Why not? That sounds like Banannacide. [ARAN] I heard they was long enough already. [bANANNA] I knew this was an adult mod, but that is a little gauche, don't you think? [ARAN] Hey, Bananna, what's we supposed to do if we see you go all blue? [bANANNA] Try to cheer me up, of course. [ARAN] Hey, Bananna, what would you call two banana skins? [bANANNA] Well, besides murder and vivisaction, I don't know. [ARAN] A pair o' slippers, o' course... [bANANA] Let me guess... you teach 10 year olds, don't you? [ARAN] Hey, Bananna, why is a banana peel on the sidewalk like music? [bANANA] You really have a thing for clobbering fruit, don't you? [ARAN] On account o' if you don't C sharp, you'll B flat. [bANANA] By Chiquita, Dole, and all the other Great Bananna Gods, get this man away from me! [bANANA] Hey, Aran... eat me. [ARAN] Well now, if that be an invitation... [bANANA] Hey, stop grinning like that! This isn't the Square Mod. [ARAN] Hey, Bannana, Knock knock! [bANANA] Who's there? [ARAN] Banana. [bANANA] Yes? [ARAN] No, that's who's there. [bANANA] That's not there, or No's not there? [ARAN] Bloody hells, that's what you get when you go tryin' to talk to a bananna. [ARAN] Hey, Bannana, let's try this again. Knock knock! [bANANA] Who's there? [ARAN] Banana. [bANANA] Banana who? [ARAN] Knock Knock. [bANANA] Who's there? [ARAN] Banana. [bANANA] Banana who? [ARAN] Knock Knock. [bANANA] Who's there? [ARAN] Orange. [bANANA] Hey, leave my sister out of this. [ARAN] Bloody hells, another blighted joke smashed to a pulp. [bANANA] No need to get violent there, big boy. */ /* Skooter included, but not on NPC tutorial index for pdialog.2da. Note to self - Check with Ace - I can see a whole ton of fun dialog now. [ARAN] Chauntea take that dog, he done tripped me three times today already. Right, then, laddie, waht do you want? [sKOOTER] THUD. *pant* *pant* *pant* *pant* *pant* [ARAN] OK. Now I see. Droppin' th' stick on my foot done made it clear. You are a bloody strong dog, eh? I'll toss it, then go get my foot bandaged. [sKOOTER] *wag* *wag* [ARAN] And a good wind up... go get it! [sKOOTER] (Zzzzing...) [ARAN] Hey, where did my jerky go? [sKOOTER] wmbmbmwmbb [ARAN] SKOOTER! Hey, leave that be, m'boyo - get your doggie teeth outta my sna... bloody hells, too late. [sKOOTER] *sniff* *sniff* [ARAN] Oi, there, laddie - get that long nose back where it do belong. You get any more treats, I'll be carryin you while you moan an' complain from overindulgin' ! */ NPC tutorial index for pdialog.2da Dace Linton [T#DACE T#DACEP T#DACEJ T#DACED T#DAC25P T#DAC25J T#DAC25D T#DAC25 BT#DACE BT#DAC25] Bananna (short joke joinable) [K#Bana K#BanaP K#BanaJ K#BanaD K#Ban25P K#Ban25J K#Ban25D K#Bana25 K#BanaB K#Ban25B] Horace (Siefer) [Horace HoraceP HoraceJ HoraceD Horc25P Horc25J Horc25D Horc25 BHorace BHorc25] Sheena (Red Night)[K#SHEENA SHEENAP SHEENAJ SHEENAD SHEENA25P SHEENA25J SHEENA25D SHEENA25 BSHEENA BSHEENA25] Taim (Major Tom Sawyer) [ silent, no dialog assignments made at all] Ninde (Diva) [NINDE LK#NINDP LK#NINDJ LK#NIND LK#NI25P LK#NI25J LK#NI25D LK#NI25 BLK#NIND BLK#NI25]
  6. ToB has some (small) flaws - not many spots a war-weary party has for real interjection, and where there is, it can be a tough road for a player who has played the whole Saga. At this point in the series, I feel like just getting the whole playthrough done, and I suspect without Wheels of Prophecy having been written I would have never played ToB to completion again. But, Aran is around for the long haul, and others might feel differently, so a first pass at these. For the most part, the tougher the going gets, the more silent he will be. After all, this is not likely to end positively from his point of view, no matter what - by now, he is post-post-post traumatic stress syndrome, never quite believing he is anything but an ordinary soldier, and his best friend/gf/leader gets more incomprehensibly powerful each day. So finding spots for him to naturally have something to say other than "Kill that? Aye. I can do that." Notes for coders: the PID in SoA and ToB content holds a toggled "on-off" switch, for folks who find his chatter a painful experience. I have slimmed down the interjections for ToB into 6 points for the "silent" crowd. A second consideration is the use of conditions changing the interjection if the PC's alignment ios MASK_EVIL or !MASK_EVIL, and there are a few examples of interjecting into several states but using the samestatename, so that only one of the interjections fires per game, regardless of which section of the dialog tree is taken (a ploy to allow Aran multiple shots at being in-partyto interject, but not have him comment on the same thing over and over). /* ToB Interjections and commentary */ I_C_T ~HGNYA01~ 2 c-arannyalee /* Why, the Nyalee is I! The Witch of the Glade, I is called, and for good reason, it is! But questions...you have so many questions, know I! */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] A witch? Will she turn me into a newt?~ END I_C_T ~HGNYA01~ 3 c-arannyalee /* Nyalee survives very well, she does, and Nyalee is I! The Witch of the Glade, they calls me, hee hee! But so many questions you have! */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Just one. Why in th' nine hells are all you witches messed up in th' head?~ END I_C_T ~HGNYA01~ 4 c-arannyalee /* You should know, spawn-child, you should know! Nyalee served the dead master, once, and Nyalee is I! Hee hee! But so many questions you have, questions questions! */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Nyalee is I - nope, accordin' to <charname>, here, that should be 'I am Nyalee'. See, I done listened to all that teachin' you keep pushin' on me.~ END I_C_T ~HGNYA01~ 5 c-arannyalee /* Tricks, yes! Nyalee knows many tricks! Witch of the Glade, they calls me, for many good reasons. Hee hee! But so many questions you have! */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Somehow, I doubt there be any good in those reasons, eh, on account o' th' whole servin' evil thing.~ END I_C_T2 ~SARBOY01~ 1 c-aransboy /* Gromnir has a big army. When I grow up I want a big army. */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Don't we all, boyo, don't we all. It would come in right handy for us right now.~ END /* plays even with silence set */ I_C_T ~SARKIS01~ 7 c-arankisconf /* My utilization of complex locution is more a reflection of my own superincumbent mental acuity than an aspersion on your circumscribed lexicon. */ == ~c-arn25j~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Chauntea's Basket - what in th' nine hells did he just say?~ END /* plays even with silence set */ I_C_T ~SARWAI01~ 1 c-aranwgg /* I wish someone would stand up to them... but everyone's afraid of Gromnir. *sniff* I guess I'll just have to put up with it. */ == ~c-arn25j~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) !Alignment(Player1,MASK_EVIL)~ THEN ~[ARAN] Torm's Breath! There be limits to havin' fun wi' th' help. Mayhap we see how they like a little o turnabout, eh?~ END /* plays even with silence set */ I_C_T ~SARWAI01~ 1 c-aranwgg /* I wish someone would stand up to them... but everyone's afraid of Gromnir. *sniff* I guess I'll just have to put up with it. */ == ~c-arn25j~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Alignment(Player1,MASK_EVIL)~ THEN ~[ARAN] Torm's Breath! I know, I know, might makes right. I'll shut my mouth an' go stand in th' corner like a good little sellsword.~ END I_C_T ~YAGCON~ 12 c-aranyagcon12 /* No need for passbacks - ~I wanted to become part of his unstoppable war machine, to revel in the slaughter, to have my blade drip with the blood of all those Yaga Shura crushed beneath his mighty boot! ~ */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Bloody hells, girl, you be in serious need o' a drink. You seem to have a mite too much energy. Make that several drinks, eh?~ END I_C_T ~YAGCON~ 18 c-aranyagcon18 /* No need for passbacks - ~I have heard mention of a name from Yaga Shura's past - Nyalee, an old crone who lives in the marshes of the Mir Forests. She may know Yaga Shura's secrets.~ */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) !Alignment(Player1,MASK_EVIL)~ THEN ~[ARAN] Now if I had a trade bar for every evil creature what confided in an old crone in th' wilds, I'd be a rich man. Good thing you don't rightly need one, <charname>.~ END I_C_T ~YAGCON~ 18 c-aranyagcon18 /* No need for passbacks - ~I have heard mention of a name from Yaga Shura's past - Nyalee, an old crone who lives in the marshes of the Mir Forests. She may know Yaga Shura's secrets.~ */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID) Alignment(Player1,MASK_EVIL)~ THEN ~[ARAN] Now if I had a trade bar for every evil creature what did that, I'd be a rich man. Speakin' o' that, where be your old crone confidant, <charname>?~ END I_C_T ~SARMEL01~ 49 c-aranmelis49 /* I can show you where that glade is... but it is only speculation. The key to the giant's invulnerability might lay there, but it might not. There may be nothing there at all. */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Given our bloody luck, there'd be a might more'n nothin'. More like a whole pile o' trouble.~ == ~SARMEL01~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[MELISSAN] I wish that I had a better answer for you.~ END I_C_T ~SARMEL01~ 16 c-aranmelis16 /* But Gromnir is mad. He has barricaded himself in the castle throne room, and his troops run amok through the town with no regard for the lives and rights of the citizens of Saradush. */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Been there, eh? Not a pretty sight. No control, an' a bit o trouble spirals into murder, rape, an' worse.~ == ~SARMEL01~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[MELISSAN] You say that like there could be worse.~ END I_C_T ~SARMEL01~ 80 c-aranmelis80 /* He runs a monastic order in a remote village in the Calim Desert...it will serve to both hide you from retribution as well as serve as a base from which you can attack the enclaves of Abazigal and Sendai. */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Monks. Well, I done fought alongside some. Might be a base o' operations after all.~ END /* plays even with silence set */ I_C_T ~SENDAI~ 15 c-aransendai15 /* NO! NO! My Bhaal essence is ripped from my very soul! Damn you! But I may yet rob you of the glory of your victory. */ == ~c-arn25j~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Th' only good Drow be a dead Drow, eh? Kiss Shar's arse for me.~ == ~SENDAI~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[sENDAI] I spit on you.~ END I_C_T ~BAZEYE01~ 0 /* You there! Intruder type! Why do you pester Lord Abazigal's most favored servant? */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Every time we turn around, there be another layer o' servants. I gotta get me some o' them. Spruce a place up, they do.~ END I_C_T ~BALTH~ 22 c-aranbalth22 /* My plan is much more altruistic. I have vowed to exterminate all of Bhaal's children, forever wiping the Realms clean of his tainted existence. You have merely helped me in my goal. */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Bloody hells. Either you be mad, or you be th' most driven individual I done met.~ END /* plays even with silence set */ I_C_T2 ~BOTSMITH~ 152 c-arancenspy /* Ummm... Cespenar only serve the great one. You'se nice, maybe, but you'se still a nobody. */ == ~c-arn25j~ IF ~Name("c-aran",LastTalkedToBy) !Global("c-aranrom","GLOBAL",2) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] You bloody well sound like that lass I was seein' in Calimport.~ END /* plays even with silence set */ I_C_T2 ~BOTSMITH~ 152 c-arancenspy /* Ummm... Cespenar only serve the great one. You'se nice, maybe, but you'se still a nobody. */ == ~c-arn25j~ IF ~Name("c-aran",LastTalkedToBy) Global("c-aranrom","GLOBAL",2) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] You bloody well sound like that lass I was seein' in Calimport. Err... that was a mite o' time before I met you, <charname>.~ END /* plays even with silence set */ I_C_T ~SENBEH01~ 10 c-aranbeholder10 /* Well, yes. Can't say I cared overmuch for that, although you *did* release me from one of the most boring tasks in Creation. Can't keep a good beholder down, I guess, eh? Heh heh. */ == ~c-arn25j~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] Cyric's Balls. Never did see th' day when one o' you one-eyed wonders was a right good sort.~ == ~SENBEH01~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[FUNBEHOLDER] Don't let it get around. I have a long memory, and a great work ethic. Wouldn't want to have to hunt you down, you know.~ END I_C_T ~SARELF01~ 2 /* We have nowhere to stay... we have no choice but to wander the streets. I fear we will soon run afoul of Gromnir's men once more. */ == ~c-arn25j~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] My mother always told me never miss a good chance to shut up... but then again I'm not rightly one to follow advice. I hate to leave folks to fate, but we don't have enough supplies to run a refuge, eh?~ == ~SARELF01~ IF ~Global("c-silencearan","GLOBAL",0) InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ELFLEADER] We would not ask such a thing.~ END /* plays even with silence set */ I_C_T ~SARTHF2~ 0 /* What do you want? You think you can hassle me just because I'm a kid? */ == ~c-arn25j~ IF ~InParty("c-aran") InMyArea("c-aran") !StateCheck("c-aran",CD_STATE_NOTVALID)~ THEN ~[ARAN] You got quick eyes, an' big ears, eh? Might be you could profit by usin' em instead o' that smart mouth.~ If I have missed a spot, please let me know - so far, I just can't see him playing flippant through the endgame/Mellisan stuff, the way he does with Irenicus' final battle.</charname></charname></charname></charname>
  7. Love Talks OK. Looking through both BioWare materials and all of the NPC modded romances I can find out there, we have a couple of things to think about with regards to the lovetalk sequence. The standard approach is to ask about family, share some personal background, develop a sense of friendship and intimacy, and to hold off on any deep pronouncements of attraction until late in the game. This is a solid model mimicking real life; gradual expansion of the idea that a person is interesting, developing a sense of rapport, and slowly building intimacy. (OK, so not so much for Saerileth, but what do you expect from a massively hormonally driven 15 year old Paladin of Tyr who has obviously read way too many romance novels back on her home plane - all that power, energy, lust, and excitement coupled with a heavy dose of Romatic Idealism and first love, and you have a "Mine Own True Prince Charming True Love At First Sight with a heavy dose of Shakespearean Angst® and Faustian Promise©. She feels things so deeply that if you break her heart, she dies of it - only a massive convergence of Tyr's power, the rush of first adolescent love, and the intense focus of a fanatic could produce that result even in a fantasy setting. So let's just forget she exists for the purposes of this discussion. If anything she is the anti-Aran, anyways. If he gets thrown over for someone else, he is more likely to get very angry, very drunk, and hit every bar and brothel in Western Faerun, starting in Amn. He probably ends somewhere deep in the pleasure quarter of a backwater Calimshan dock, running the "Extra-Planar Casa Blanca Humphrey Bogart Gin Joint for Disposessed Lovers and Angy Young Men" (courtesy of Billy Joel, with an infinite loop of Angry Young Man, Shades of Grey, and All for Leyna running over Film Noir backdrops.) The commonalites: Gradually developing storyline exploring eachother's background, usually driven by the NPC (showing increasing interest). Indistinguishable from friend talks for the first several in the series. Mimics the RL "I am talking to <prohimher> more than to other folks because I think I might like him." Increasingly tailored responses, with several opportunities for the NPC to "break up" - the NPC is evaluating PC and determining if they meet the criteria. And vice versa, of course... Attempts to shut down if the romance goes committed to another NPC, or if the criteria set is no longer met. There is another commonality - the "Conditioned Lovetalk". You know, the one where you have to be resting outdoors to get the next lovetalk, or resting in an inn... basically, the author needs to set the scene a certain way for the interaction to occur - and the lovetalks go into a holding pattern until the player meets those conditions. Those, well... I hate 'em. They work beautifully from a storytelling standpoint, they make sense, and they are some of the nicest vignettes in game - and they even have good gaming value because they stretch content out across the entire game. My absolute favorite is Domi's BG1NPC Dancing With Dynaheir lovetalk. And I still hate 'em. They are in character, like Nalia needing to return to the Keep for consummation because that "wait for the special person and everything should be just right" is a fantasy that people try to play out in real life, too. And it is silly for Ajantis to try to do a rose flirt under the stars when there are no stars and you are in Underdark, making it imperative that conditions for the talk are set to make it fit. It makes sense from a "relationship plateau" standpoint, where the will-she-or-won't-she-show-some-interest stalls while characters get up the nerve. It even makes sense for the player to have to "work for it", because a game where there is no challenge is a game played once and forgotten. A character has to play hard to get just like a human does, at times and situations, to show self-respect and self-awareness. But I can't get past the fact that I hate 'em. I hate them because they demand that the sequence wait for a set of conditions to fulfill, for the "stars to be aligned"... for the player to do something specific without realizing it. Which leads to metagaming. Which makes folks post stuff like "Aran hasn't talked to me in three chapters - was I wrong to tell him to sleep with whom he chooses... did I break the romance?" to which I have to reply "No, not at all - you need to be a Half-Elven Female Lawful Good Paladin with a Charisma of 18, Intelligence of 16+, wisdom of 12-, after sleeping in an outdoor area three times, be resting in an inn in Brynlaw, have only elven female Fighter/Mages in the party, have killed three vampires in the last 14 script cycles, game time must be greater than 16 hours, it needs to be night, and you must have installed Divine Remix. Oh, and it only works if you have correctly answered three riddles in the 12 riddle sequence while battling vampiric shades in Firkaag's Lair." So, what ideas can I twist to make the standard NPC format work, but avoid this? Well, "Floaters". Aran's "Sequences vs Floaters" For Aran, let's try straight friendship track, based on the timer and no other basic conditions. The player gets to set how often they might be triggered. straight romance track, based on the timer and no other basic conditions. The player gets to set how often they might be triggered. a pool of "Floater" talks. These talks/events can be triggered after certain lovetalks, and tightly conditioned. They become "Easter Eggs", or unlocked content after a lovetalk has passed, just like the Filrt Sequence "I have had enough teasing, I want you" material. This separation allows a simple and easily scripted sequence that still can be derailed by either player or NPC based on reactions and answers, but provides the opportunity to have event-specific or conditioned content. Most of all, the main sequence of the story can play out even if Player1 decide to never, ever, ever rest in an inn, becuse their Druidess absolutely would die rather than sleep in the Great Blight That Is Civilization. Since I like music, and it can serve as inspiration for either mood or content, let's play around with using musical analogies/temes/evoked mood to gain inspiration. No need to re-invent the Bb Major Scale; love has been around as long as humans have, and the themes are good fun to play arond with and take in different directions. We follow the standard Romantic Comedy sequence - attraction but separation, leading to attraction but conflict, leaading to resolution, leading to misunderstanding and/or barriers and self-sabotage, leading to breakup. leading to soul-searching, leading to a. Dissolution (Tragedy: It Was Never To Be), b. Resolution (Comedy/Romance: Happily Ever After) or Transmutation (Comedy/Romance: The Other Girl Was the Protagonist's Soul Mate From The Start). This is more risky than the standard story/film/play/anime-based graphic novel line; the player still has to work through these things with a real chance of failure. The escape lines for both NPC and PC mean that some content may never be unlocked; but it frees us up to a new idea necessary for an NPC - how do you write for diferent players? Remember, he is a Companion Mod. The fun is figuring out how it all works for Aran and PC, and gives them a chance at having the romance in a roleplay that takes players into account. The same lovetalk, under this model, could be four separate scenes, even before we add in pathways for the PC to alter the action and direction: EVIL vs ARAN GOOD vs ARAN (and if you don't know the scene that sparked this idea, go see Notting Hill again. Good screenplay, if trivial). CHAOS vs ARAN LAW vs ARAN With that in mind, let's get an outline of a set of ovetalks that follows the Romantic Comedy conflict setup of will she? Won't she? Does she? SHE DOES! EWait a sec... you mean i have to... Hey, that wasn't good. No Fair. Who is *he*. What is going on here? [misunderstanding/conflict] Central Lovetalk Pathway Index: Inspiration Playlist 33 base sequence talks, combined between SoA and ToB. Only 4 fit with ToB, with Marriage and Eternity talks, so either move some around or add some, or cut some, I think. This is an inspirational playlist, not a guide direct content - the idea is to either evoke the song's feeling for the female player, or to provide what Aran is feeling, depending on the song. Please note I am still a dude - and I like a very large range of stuff musically, so while all this stuff has complete playthrough in my head, it shares it with avante-garde classical, Stravinsky, Grateful Dead, Dave Mathews band, Green Day, Feist, and a heavy dose of grunge, alternative, pretty much anything except mysogynistic rap. Oh, and I can't get "Amish Paradise" out of my head - thanks alot, Al Yankovic. MAIN LOVETALK SEQUENCE >>> /* Romance ended, buddy - it's Over. Go back to work, SellSword. //* Dixie Chicks - Hello, Mr. Heartache */ >>> 1. /* Hey - I'm available, even though you aren't or might be on the fence */ //* Mary Chapin Carpenter - I Take My Chances */ //* BG2 LoveTalk 1, c-aranbg2rom = 1 c-aranromtimer,C-ARAN_ROM */ //* Dixie Chicks: Ready To Run */ //* BG2 LoveTalk 2, c-aranbg2rom = 3 c-aranromtimer,C-ARAN_ROM */ //* Queen - Somebody To Love */ 2. /* I like you - do you like me? */ //* ABBA - Name of the Game */ //* Billy Joel - You may be Right/We Didn't Start The Fire mixology */ //* ABBA - Take A Chance On Me: */ /* I want you - do you want me? */ //* Dixie Chicks - If I Fall: */ //* Police - Every Little Thing She Does Is Magic */ //* Dixie Chicks - Long Time Gone: */ //* Billy Joel - Blonde Over Blue */ (I really love this one) 3. /* You have me - do I have you? */ //* Billy Joel - Up Town Girl */ Uptown Girl //* Journey - Any Way You Want It */ >>>>I was alone >>>>I never knew >>>>What good love could do >>>>Ooh, then we touched >>>>Then we sang >>>>About the lovin things 4. /* You don't really want me, do you. */ //* Billy Joel - Shades of Grey */ //* Police - Wrapped around Your Finger */ /* Dating a Once and Future Goddess stinks. */ //* Police - Roxanne */ //* Billy Joel - Everybody Loves You Now */ Visiting the very dark side, the great subtext - like ABBA, upbeat and funny, fun, interesting, until you listen carefully... and then the irony kicks you in the teeth and you realize that all the pretty colors are the side-effect of a 20th level mage casting Color Spray.. Everybody Loves You Now //* Police - Every Breath You Take */ Sinister and loving at the same time. Creepy. 5. /* I hate you. */ //* ABBA - I'm A Marrionette */ //* Billy Joel - Big Shot */ //* Billy Joel - Captain Jack */ 6. /* I can't live without you. */ //* Billy Joel - All for Leyna */ //* Phil Collins - Take a look At Me Now */ //* Mary Chapin Carpenter - Shut Up and Kiss Me */ 7. /* Will you be here forever? */ //* Billy Joel - Honesty */ //* ABBA - One Man, One Woman */ 8. /* I am yours, completely, without reservations. */ //* 10,000 Maniacs - Because the Night: Because the night belongs to lovers, Because the night belongs to us */ This one may have to move to the middle of SoA if we are going for Romantic Comedy - or it might have to be a close to the end of ToB full Destiny or Desire moment. Save this one for the full on heavy duty erotic moment. Apparently, it is alot more popular than I thought, judging by the videos available. I thought only old dudes like me listened to this stuff. [EDIT - Wow. Agressive Copyright Enforcement. Cutting out six links that no longer work] Original - Bruce Springsteen's version doesn't capture the raw energy even though they wrote it together. But, I'm a sucker for more smooth and demanding, yearning, insistent voices that curl around your psyche and sweep you along - so 10000 Maniacs with Natalie Merchant instead - Wow. I must really like this song. //* Mary Chapin Carpenter - This Shirt */ //* Billy Joel - She's Always A Woman To Me */ 9. /* Marry me? Or just live together forever? Or even if you become a goddess... can I worship you? //* Peter Gabriel - In Your Eyes */ //* Lee Ann Womak - I Hope You Dance */ /* Choosing to Be A Goddess Or Not */ //* Mr. Mister - Kyrie */ >>>>Kyrie eleison, down the road that I must travel >>>>Kyrie eleison, through the darkness of the night >>>>Kyrie eleison, where I'm going will you follow >>>>Kyrie eleison, on a highway in the light //* Chicago - Love me Tomorrow */ OK, this gives us an outline. Some of these will be slashed and burned, too - if it just doesn't work, it just doesn't work. But we have a basic framework to build from. Let's try a first lovetalk: /* Mary Chapin Carpenter - I Take My Chances */ /* BG2 LoveTalk 1, c-aranbg2rom = 1 c-aranromtimer,C-ARAN_ROM */ /* Link to net reference, but the CD is much better :: www.youtube.com/watch?v=wYhjNDFMMc0 */ IF ~Global("c-aranbg2rom","GLOBAL",1)~ THEN BEGIN c-aranbg2romtalk1 SAY ~[ARAN] Are ye needin' somethin', <charname>?~ ++ ~[PC] No. Why do you ask?~ DO ~SetGlobal("c-aranbg2rom","GLOBAL",1) RealSetGlobalTimer("c-aranromtimer","GLOBAL",C-ARAN_ROM)~ GOTO c-aranbg2rom1ask ++ ~[PC] I was about to ask you the same question.~ DO ~SetGlobal("c-aranbg2rom","GLOBAL",1) RealSetGlobalTimer("c-aranromtimer","GLOBAL",C-ARAN_ROM)~ GOTO c-aranbg2rom1question ++ ~[PC] Yes. After I box your ears. Touch me again without my permission, and I will do far worse.~ DO ~SetGlobal("c-aranbg2rom","GLOBAL",1) RealSetGlobalTimer("c-aranromtimer","GLOBAL",C-ARAN_ROM)~ GOTO c-aranbg2rom1boxed ++ ~[PC] Yes, I do. I need you to watch our surroundings, and stop watching me.~ DO ~SetGlobal("c-aranbg2rom","GLOBAL",1) RealSetGlobalTimer("c-aranromtimer","GLOBAL",C-ARAN_ROM)~ GOTO c-aranbg2rom1watchingme ++ ~[PC] You flatter yourself, boyo.~ DO ~SetGlobal("c-aranbg2rom","GLOBAL",1) RealSetGlobalTimer("c-aranromtimer","GLOBAL",C-ARAN_ROM)~ GOTO c-aranbg2rom1boyo <<standard exit="" block="">> END IF ~~ c-aranbg2rom1ask SAY ~[ARAN] Well, you keep strayin' your eyes my way, is all. An' I do believe I was a mite forward, back there, with my hands. You should box my ears but good. Sune knows I deserve it. Or was you goin' to tell me that I have permission to be a scoundrel?~ ++ ~[PC] You have my permission, Aran. If you are man enough for the task.~ + c-aranbg2rom1manenough ++ ~[PC] Scoundrel. Aran, you surprise me. You actually know a word longer than 'aye'.~ + c-aranbg2rom1wordlonger ++ ~[PC] Again with the romance. Some men don't take a hint. Look, drop it, Aran. And touch me again and you will be very sorry.~ + c-aranbg2rom1verysorry ++ ~[PC] You flatter yourself, boyo.~ + c-aranbg2rom1boyo <<standard exit="" block="">> END IF ~~ c-aranbg2rom1question SAY ~[ARAN] Well, I hinted back there, is all. My eyes be strayin' your way too, I guess. An' you didn't box my ears back there when my hand kinda wandered a bit.~ ++ ~[PC] Touch my rear again without my permission, and I will do far worse.~ + c-aranbg2rom1boxed ++ ~[PC] You have my permission, Aran. If you are man enough for the task.~ + c-aranbg2rom1manenough ++ ~[PC] You flatter yourself, boyo.~ + c-aranbg2rom1boyo <<standard exit="" block="">> ++ ~[PC] Scoundrel. Aran, you surprise me. You actually know a word longer than 'aye'.~ + c-aranbg2rom1wordlonger END IF ~~ c-aranbg2rom1boxed SAY ~[ARAN] Aye, I do believe I was a mite forward. You should box 'em but good. Sune knows I deserve it. Or was you goin' to tell me that I have permission to be a scoundrel?~ ++ ~[PC] Scoundrel. Aran, you surprise me. You actually know a word longer than 'aye'.~ + c-aranbg2rom1wordlonger ++ ~[PC] Forward is good. But there is a time and place.~ + c-aranbg2rom1timeandplace ++ ~[PC] *whack*~ + c-aranbg2rom1whacked ++ ~[PC] You flatter yourself, boyo.~ + c-aranbg2rom1boyo <<standard exit="" block="">> END IF ~~ c-aranbg2rom1watchingme SAY ~[ARAN] Well, I do admit you are a sight to be watched, <charname>. But I can watch you an' keep lookout too.~ ++ ~[PC] You misunderstand me. If you think I am watching because you are attractive, you flatter yourself, boyo. I just can't trust you to keep your mind on the job.~ + c-aranbg2rom1boyo ++ ~[PC] I don't mind the glances, Aran. But there is a time and place.~ + c-aranbg2rom1timeandplace ++ ~[PC] Oh, Aran, my dearest love, come and we shall frolic freely among the stars, and be one together for all eternity... + c-aranbg2rom1joking END IF ~~ c-aranbg2rom1joking SAY ~[ARAN] Aye, that's right. Make fun o' the poor lad what just was flirtin' with you. Go on wi' ye. ~ ++ ~[PC] Well, stop with all the love stuff and let's just stick to business, shall we?~ + c-aranbg2rom1chances ++ ~[PC] No, no, it's true. You are my destiny, Aran. That, or I am supposed to be the doing something about prophecies, or something. We can't just leave all that to chance, can we?~ + c-aranbg2rom1chances ++ ~[PC] What is sauce for the goose is sauce for the gander, Aran. You have been teasing me with all this looking and touching.~ + c-aranbg2rom1chances ++ ~[PC] You have a good deal to learn about women, Aran.~ + c-aranbg2rom1chances END IF ~~ c-aranbg2rom1boyo SAY ~[ARAN] Well, not to flatter myelf, exactly. I just believe in takin' some chances, is all.~ ++ ~[PC] Chance is fine when it comes to some things. But you are treading dangerous ground here.~ + c-aranbg2rom1chances ++ ~[PC] Chance is something to be avoided at all costs. There is an order to all things, Aran.~ + c-aranbg2rom1timeandplace ++ ~[PC] So you believe that taking your life into your hands and accosting me is worth the risk?~ + c-aranbg2rom1chances ++ ~[PC] If you want a chance with me, you had better behave.~ + c-aranbg2rom1chances ++ ~[PC] No chance here, Aran. I have my attentions placed elsewhere. Stop bothering me.~ + c-aranbg2rom1chances END IF ~~ c-aranbg2rom1manenough SAY ~[ARAN] Oh, I be man enough. Just not sure where the rules an' regulations put us, you bein' you an' all. Then again, I do believe in takin' chances.~ ++ ~[PC] Chance is fine when it comes to some things. But you are treading dangerous ground here.~ + c-aranbg2rom1chances ++ ~[PC] Chance is something to be avoided at all costs. There is an order to all things, Aran.~ + c-aranbg2rom1chances ++ ~[PC] So you believe that taking your life into your hands and accosting me is worth the risk?~ + c-aranbg2rom1chances ++ ~[PC] If you want a chance with me, you had better behave.~ + c-aranbg2rom1chances ++ ~[PC] Some things I leave to chance, Aran. But I like the odds better when the person is much better educated. + c-aranbg2rom1wordlonger END IF ~~ c-aranbg2rom1wordlonger SAY ~[ARAN] Oh, you know how to hurt a lad, you do. I didn't do all this scribin' blind. There be some words I can't pronounce, but I can even do a bit of Dwarven an' Illuskan script. 'Scoundrel' has been used about me before, too. Sometimes for good, sometimes meanin' bad... an' always meanin' trouble.~ ++ ~[PC] Your mother must be so proud.~ + c-aranbg2rom1mocking ++ ~[PC] And you chose to use this extensive vocabulary on me because...~ + c-aranbg2rom1boyo ++ ~[PC] Good, bad, or indifferent, you are welcome to try sparring with me, Aran. But aren't you taking a big chance, here?~ + c-aranbg2rom1chances ++ ~[PC] Somehow this conversation has gotten sidetracked. Keep your eyes and hands to yourself, sellsword. I won't give many second chances.~ + c-aranbg2rom1chances END IF ~~ c-aranbg2rom1timeandplace SAY ~[ARAN] Now, I don't rightly believe that. There is naught but little time to spend on Faerun, an' it don't serve the time we have to play it so safe.~ IF ~~ THEN GOTO c-aranbg2rom1chances END IF ~~ c-aranbg2rom1whacked SAY ~[ARAN] SUNE'S RUMP! That bloody well hurt!~ ++ ~[PC] Forward is good. But there is a time and place. Learn it, and yours.~ + c-aranbg2rom1timeandplace ++ ~[PC] Keep your eyes and hands to yourself, sellsword. I won't give many second chances.~ + c-aranbg2rom1chances ++ ~[PC] Shall I kiss it and make it better, Aran?~ + c-aranbg2rom1mocking ++ ~[PC] I mean what I say. Stop flirting with me, or risk my wrath.~ + c-aranbg2rom1chances END IF ~~ c-aranbg2rom1verysorry SAY ~[ARAN] I already bloody well am sorry I brought anythin' up. You need to lighten up, <charname>, an' take some chances. ~ IF ~~ THEN GOTO c-aranbg2rom1chances END IF ~~ c-aranbg2rom1mocking SAY ~[ARAN] Selune's Sweet Breath, you are mockin' me! Well, now, can't say as I blame you. I did come on a bit strong.~ IF ~~ THEN GOTO c-aranbg2rom1chances END IF ~~ c-aranbg2rom1chances SAY ~[ARAN] Look, most times it is better to dive in, an try. An' if there be some problem, the folks you want to be around forgive you freely, an' the folks you want naught to do with try to extract some price. When Tymora lets fly a coin, I jump right in an' wager high. I take my chances every chance I get. ~ IF ~~ THEN EXIT END </charname></charname></standard></standard></standard></standard></charname></charname></charname></charname></charname></charname></charname></prohimher>
  8. OK. In no particular order, we have a soundset sketched and coded sans the actual sounds, and that has given a "voice" to our dude. We also have a set of SoA banters, 2 banters per canon BioWare™ NPCs, to define Aran's outlook to the reader/player through how he interacts with the other members of the party. The writing on ToB banters is slower going, because frankly while I have played SoA to death, playing ToB has not always been on the ticket. So we will let that ruminate a bit more, and perhaps even wait for another week, while things percolate. Let's go ahead and sketch out the friendship talks in rough form. Preparation and Thought-Experiments otherwise known as a variant on the spells "Confusion" and "Horror" called recently on the forums "Wall of Text", wherein the author creates meaningless psychological, sociological, and revisionist studies for his own amusement and the purposes of stunning and confusing the reader into accepting his basic premise without thinking too deeply. Go me! OK, notes to myself. Also called "Journaling", by all these new kids. For good thought-provoking discussion on dialog writing, banters, and characterization, the place I like to go is PPG and JCompton. If you follow that link, it is just the Mod general discussion board; poke around at the other stuff, and you get more threads dealing with this kind of stuff. He says up front that all of his ruminations on guidelines may or may not have been broken in stuff he writes, and that there are lots of ways to do this dialog integration thing. Sure. I agree that slavishly following a set of blueprints of any kind is anathema to creative expression; but his discussion threads bring experienced coders, writers, and readers to the table and get them discussing what makes decent gameplay and dialog work together. Plus he wrote Keto, who has to be one of the coolest "companion" - like mods out there, in my opinion, even though there is no romance track (or perhaps because there is no romance track). So reading that is good prep. And I have very seldom read something that I though was a bad idea on those explorations - he knows his stuff. At least then when I chose to do something odd, it will be because I am making a choice, instead of just blindly leaping into the void. And, of course, there is playing experience - I know what I like about other NPCs and what I find frustrating/lacking, so that helps - reading other folks' stuff is like listening to decent jazz players and seeing how they take the changes, modify the melody, and make a "standard tune" their own. (OK, let's be really painfully truthful - sometimes it provides the "how-not-to" demonstration. But negative energy rips years off of your life. And sometimes what you don't like about someone else's stuff helps figure out what you do like, and might make your work better). This one comes with a caveat. I am writing Aran for my own amusement, but I would like it if one or two folks have some fun too. So probably leaving him open to more possibilities is a good idea. I play way too many Paladin runs. Then again, all this deep philosophical stuff really is moot. It's a mod, not a dissertation. And most folks these days seem more interested in pages and pages of discussion rather than actually creating anything for players to play - so I'll cut off the additional twenty pages of deep philosophical blather, and simply refer you to the "Cathedral" vs "Parlor" debate summarized best by Wrye in Morrowind modding, the various threads around the i.e. community that ask deep questions, and let you knock yourself senseless against *other* peoples' Wall of Text™ spellcasting, unless you make your Save vs Insanity. I find thse have increasingly distracted me from actually doing stuff I like doing, so I am going all tough love on myself - tTo quote my favorite sports movie, Jerry MacGuire - "Show me the money". OK, no cash, so my old Junior High shop teacher - "Lots of talk. Who cares. Build the *&^%^& thing. Then we'll talk." Friendship Paths and FriendTalks and Friendhip Talks and Friend Banters So, what's in a name? At base, all friendtalks are PC>NPC banters. In fact, though I agree with JCompton that railroading a player through only one dialog choice is a waste of material, technically all that is required to build a friendtalk is to have Of course, that's boring. So what do we do? Before we go exploring all the ways to mess with player's heads add all sorts of cool stuff to branch out different options for the NPC and PC, it might be a good idea to sketch out an organization. It will help keep the writing focused and on-task, provide a guide for me to see how close things are to a finishing point, and most of all it will be a good idea-sparker while playing BG2 and seeing how Aran might react. I see two basic ways that would work for my style and my patience level. We can go all Pointilistic/Atomistic/Impressionist, and randomly write some scenes that appeal to us between Aran and the PC, and see what happens. Fun to do, and the way many NPCs are coded. Here, a couple of scenes that have no relation to eachother get tucked into the story. We could always build a "friendship track", where a series of talks lead from an initial lightweight banter through the development of a friendship - basically, a "Platonic Love Talk Sequence", as opposed to a "Romantic Love Talk Sequence". Here, the depth of the relationship is patterened, and there are opportunities for the PC and Aran to "break up" as friends, or at minimum to become "frenemies" [what a horrible word. Yuck.]. Guess what - I like both ideas. But I am not writing the Next Great American Novel™, so how about we ignore the list completely, and go with a middle ground - a "sequence" of talks, so that I have some targets and goals to shoot for and an idea of what kind of topics/stuff I want to have Aran and PC talk about, plus some semblance of a track. But all those random ideas that may not fit into a track, or may have conditions, set them up as "floaters", outside of the sequence. Later on, I can add in the changes needed to adjust to romance/no-romance, and perhaps even for more specific situations.
  9. In honor of the G3 Anniversary, I asked fellow Gibberlings to let me ramble on here ad nauseum. Don't worry, I will come up with suitable bribes later. But for now, here goes - we'll announce him when we have the other Anniversary projects ready for Prime Time™. Special thanks to berelinde, jastey, Amaurea, and theaceface for poking about and offering suggestions and making sure I didn't go wandering too far off the deep end. Especially the whole characterization-through-dialog thing. A quick note about the development threads posted here. Lots of good NPC mod ideas stall at the initial stages of writing. Lots of good tutorials exist that can describe how to use WeiDU to creat great NPC mods. The best way of learning to mod, though, is always looking at other people's code, and blatantly stealing it. We call it 'quoting' in jazz, or 'music theory' in classical - but at its heart, code is just a way of delivering a set of new ideas to the end user. Heck, any good writer will tell you that the language is a toy to play with, and even plots and dialogs have probably been worked through in some way - "ain't nothin' new under the sun". The creativity lies in creating an interesting, immersive character and getting him or her to live in people's heads for a passing moment. But sometimes, looking at that code makes folk's heads hurt. So there is a gap between the tutorials and the existing mods - the place where Lortie's "apprenticeship of observation" throws itself into the mix. I had Domi, luckily, and lots of patient folks all over the forums to guide projects I help on. In that spirit, I am experimenting with Aran. He gets to be the test subject while I think out loud through developing him. Dunno why I thought this was a good idea, but heck - sometimes writing down why I make the decisions I do can help me remember what I've missed, and sometimes it might help someone else. Of course, I would like to point out that you can do just as well on your own - read other folk's mods. Read the tutorials. Play the game, and write down how your story fits in. Pretty much, I am blogging here. And to be blunt, I am writing for me, not for you - not that I don't like you or anything, 'cause I probably don't know you, but because only a crazy person would actually read someone's thoughts while they attempt to write a mod. If you have no idea at all what "create a .d file and start with your regular IF THEN code", then stop right now, and go visit some of the basic tutorials that tell you how things work. Sometimes I will break it down to absolute basics, but for the most part, you are going to want to read over stuff on the G3 tutorials, the Pocket Plane Group Tutorial page and the newly updated and expanded SpellholdStudios Tutorial links. These are all places I strongly recommend visiting. All three of these communities have folks who are good at helping new modders out with code. There are other places with good stuff, too; Black Wyrm Lair and TeamBG.eu, currently down due to moving a server, have offerings, and Chosen of Mystra has materials both old and new, some rescued from the old CoM boards (some big names out of the past, and some new names too). But now that that is out of the way, I am going to proceed as if the basics are not completely new to the reader. If you get confused, don't worry - it's likely me. But cross references eventually appear, so that you can see what's already out there. By the way, I strongly and highly recommend a brand new tutorial, K'aeloree's "How to code friendships and romances!". Several of the most respected i.e. modders have used this kind of organization and structure for years, but this is a clean, comprehensive, step by step through the basics of organizing, planning, and working out code - stuff that most modders for years have been coming to in various ways through trial and error. For examples of mods already in circulation that give good examples of organization and commenting, I personally find the following mods easiest to explore and see planning in action, whether they set out from a purely story-driven standpoint or from a more organized plot-point schematic, both regular stuff in amateur-writer-land - Kivan [and sections of BG1NPC] (Domi/Ashara at G3), Gavin (berelinde at everywhere), Xan (kulyok at ppg), and Ajantis [both in BG1NPC and in the expanded Ajantis Expansion (jastey at everywhere). Gavin in particular is commented clearly, as per this example below of berelinde's index at the top of b!gavinj.d: /* ~B!GAVINJ~ */ /* CONTENTS */ /* Reputation talks */ ///* Reputation break point */ ///* Unhappy */ ///* Happy */ ///* Delighted */ /* Interjections */ ///* Song of the Morning - Dawn Priest Blane */ ///* Song of the Morning - Dawn Priest Bram */ ///* Song of the Morning - Drunk north of temple */ ///* Beregost - Mirianne */ ///* Beregost - Galteran in Gavin's old house */ ///* Beregost - Neighbor Davis */ ///* Beregost - Borland */ ///* Beregost - Golin Vend, the tour guide */ ///* Beregost - Bartender at the Red Sheaf */ ///* Beregost - Karlat */ ///* Friendly Arm Inn - Tarnesh */ ///* Coastway - Jase, boy by Kagain's caravan */ ///* Coastway - Bandit leader setup for Silvershield fibula */ ///* Fisherman's Lake - Teyngan */ ///* Fisherman's Lake - Drizzt */ ///* Fire Leaf Forest - Albert */ ///* Gibberling Mountains - Gellana and Samuel */ ///* Nashkel - Oublek */ ///* Nashkel - Oublek, regarding Brage */ ///* Nashkel - Berrun Ghastkill */ ///* Nashkel - Joseph's wife */ ///* Nashkel - Noober */ ///* Nashkel - Neira */ ///* Nashkel - Nimbul */ ///* Nashkel - Samantha and Jamie */ ///* Dryad Falls - Caldo, Krumm and the Cloudpeak Dryad */ ///* Eldoth */ ///* Viconia */ ///* West Baldur's Gate - Varci */ ///* West Baldur's Gate - Tremain */ ///* West Baldur's Gate - Abela the Nymph ///* North Baldur's Gate - Ramazith's proposal */ ///* Flaming Fist - Neb */ ///* Flaming Fist - Duke Eltan ill */ ///* Nashkel Mines - Prism */ ///* Cloakwood 2 - Tiber */ ///* Cloakwood 2 - Centeol */ ///* Candlekeep - Theodon */ ///* Nashkel Carnival - The Great Gazib */ ///* Nashkes Mines 1 - Dink and Kylee's Dagger */ ///* Nashkel Mines 4 - Mulahey */ ///* Baldur's Gate Docks - Basilisks loose */ ///* Red Canyons - Bassilus Quest Interjections */ ///* Cloakwood Mines */ ///* Cloakwook Mines 4 - Davaeorn */ ///* Tamoko */ ///* Lighthouse - Arkushule */ ///* Mutamin's Garden - Tamah */ ///* Cloakwood 2 - Finding Chelak */ ///* Cloakwood 2 - Centeol's Lair */ ///* South Beregost Road - Roe's letter */ ///* Beregost - Visiting Gavin's old house */ ///* Beregost - Greta's house */ ///* Spider body in party inventory */ ///* spider body in Gavin's inventory */ ///* Fire Leaf Forest - Rufie */ ///* Coastway - Silvershield Fibula */ ///* Joseph's Ring */ ///* Girdle of Gender Bender */ ///* On the roof of the Iron Throne */ ///* Bhaal heritage revealed */ ///* Many bounty notices */ /* Xan's break with a half-elf */ /* Saw a spider */ /* CHARM TALKING - doesn't work, as far as I know, but just in case */ /* DRUNKEN BANTERS */ ///* Just friends */ ///* Early Relationship */ ///* Early Romance Aftermath */ ///* Later relationship */ ///* Later relationship aftermath */ ///* Committed drunk */ ///* Committed drunk aftermath */ ///* Drunk sex */ ///* Drunk sex aftermath */ ///* Picking up Dynaheir */ ///* Picking up Viconia */ /* FRIENDTALKS */ /* Friendship warnings and breaks */ ///* Offense warning 1 */ ///* Offense warning 2 */ ///* Offense break */ /* Friendtalks */ ///* Friendtalk 1 - Gavin, cleric of Lathander */ ///* Friendtalk 2 - why is pc on the road */ ///* Friendtalk 3 - Gavin on religion */ ///* Friendtalk 4 - Lathander and racial harmony */ ///* Friendtalk 5 - Gavin's brown thumb */ ///* Friendtalk 6 - What will pc do when quest is over */ ///* Baldur's Gate */ ///* Entrance to the temple of Bhaal, final peptalk */ /* CHAPTER TALKS */ ///* Chapter 2 - What to do about the iron shortage */ ///* Chapter 3 - Mines are clear, now what? */ ///* Chapter 4 - powerless in the face of human suffering */ ///* Chapter 5 - reaction to Davaeorn's death */ ///* Chapter 6 - About Lanie */ ///* Chapter 7 - catacombs */ ///* Chapter 8 - going to get Lanie */ The organization can follow along after the product if you want, but frankly, I work better knowing how the puzzle is over-all structured beforehand. Most modders have evidence of both in their distributed files - sections where there is evidence of an original sequence, and then it has grown and been fleshed out as a new idea surfaces. So the skeleton is just that - stuff to be fleshed out and expanded, not set as a confining exo-skeleton locked into place from the beginning. And I like it when I can follow a modder's contents and see what they are trying to do, even when only three or four other people in the world will probably look at it. Read Nythrun's comments in her various snippets of code sometime. Definitely way cool and funny. One final note - if you see stuff here that's useful, great - but I still advise going and taking a look at how other folks are doing similar stuff. The more you read through other folk's work, the more you learn about how you can get your story to work the way you want it to. Plus, I learned it that way. Even when I choose to ignore common sense and do something completely off the beaten track. So, happy modding. And if I'm lucky, he'll turn out ok.
  10. Background The Crossmod Banter Pack (CBP) was started to provide a central clearinghouse for banters which take place between two or more mod-created NPCs, allowing interaction between said NPCs without tying the content to one NPC mod or the other, or requiring one NPC mod to be installed in a certain sequence relative to another NPC mod. One of its organizational features is that it requires express consent be given by the authors of all involved NPCs before it will publish any new content. That feature is the subject of this position paper. Position I have long opposed that organizational feature on the grounds that it affords a special status to mod content above and beyond that granted to core game content. Few, if any, modders have expressly sought the permission and approval of Bioware before publishing mods which augment or change core game content. The idea that a modder is deserving of greater consideration is distasteful to me and I can find no sensible moral basis for it. My stance is that content is content, and all is fair game. Furthermore, I assert that the "mutual consent" system demonstrably produces banters in both limited quantity and limited quality. Some modders choose not to participate for fear of their characters being compromised, some (myself included) have distanced themselves out of reluctance to lend credibility to the "permission" system at all. And the depth and interest of the subject matter explored in "approved" banters has tended to be limited--many reduced to glorified pattycake sessions between two characters whose authors were afraid to dig deep for fear of alienating one another. Recent Silliness Relatively fresh from his latest momentous return to modding, Moongaze (known now as "Moongaze II: The Richard Donner Cut") attempted to withdraw permission for NPCs and crossmod banters already in the pack, stating as his reason his contempt for one of the CBP maintainers. To their credit, the CBP maintainers swiftly denied his request. However, the episode was rather embarrassing and put in sharp contrast the weakness of the "permission" system--it can be based on as little as spite. Despite the fact that nothing actually happened, I assert that this put the nail in the coffin of the "permission" system, which has not generated a terribly inspiring body of work in the years it has been in operation. When I Say "Freeze", I Do Not Mean "This Is a Stickup!" I propose, therefore, that development of CBP be immediately frozen. Mothballed. Suspended. No new submissions be accepted for it and no new editions be published except in the highly unlikely event that a bugfix be made. Its maintainers would direct authors interested in creating crossmod content to an alternate venue. They may see fit to create it, or use one of the existing banter-related mods if appropriate. Such a venue would have a strong, theoretically detached editor or editors whose goal would not be to protect anybody's feelings about a particular character or characters, but to aid submitting authors in refining their content, as needed, to produce more interesting and engaging content. They would reject or suggest changes to something which is pointless, disjointed, far too verbose, wildly out of character, etc. etc. "But, Crockpot, aren't you just replacing the approval of the second mod's author with the approval of this uber-editor?" you ask. The major difference in my mind is that "single writer plus theoretically detached editor" is far more likely to turn out something of substantial interest than "two authors hesitantly feeling each other out for stuff each will let the other get away with in a banter." "But, Crampart, I don't believe there is any such thing as a detached editor in our contentious little circle. I certainly wouldn't trust you to edit my NPC's words!" you say. Perhaps not. I still suspect that even a modestly flawed editor in the single-author system would produce better content than the current "permission" system does. It would also make it far more realistic for a third party (one not involved in the creation of any mod NPC) to develop intriguing content for the NPCs, as they would be free from the requirement of seeking out both/all mod NPC authors involved. Between the wider talent pool and the emphasis on quality, rather than permissibility, I suspect players will be far better served.
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