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Topic Summary

Posted by: Dark Raven
« on: August 08, 2006, 05:11:32 PM »

Quote
CHAIN IF WEIGHT #-1
~InParty("G#Alora")
See("G#Alora")
!StateCheck("G#Alora",STATE_SLEEPING)
Global("AloraCousin","LOCALS",0)~ THEN G#ALOCUS AloraQuest
~Cousin Alora? Is that really you!~ DO ~SetGlobal("AloraCousin","LOCALS",1) SetGlobal("AloraCousinQuest","GLOBAL",1)~
== G#ALORAJ ~Cousin Ellis? It is you ain't it? What are you doing here?~
== G#ALOCUS ~We must save your little brother post haste! He's been captured by evil orcs!.~
== G#ALORAJ ~<CHARNAME> we must save him! Please~
END
++ ~banter~ EXTERN G#ALORAJ no
++ ~banter~ EXTERN G#ALORAJ yes

You can make replies outside of a Chain? Interesting. The Weidu Readme needs to be updated with new tutorials on some of these new "hidden" features.
Posted by: jcompton
« on: July 22, 2006, 12:28:49 AM »

Wait until you see WeiNGINE .d.
Posted by: Blucher
« on: July 21, 2006, 11:56:02 PM »

Man.  WeiDU scripts are looking weider than ever. :D
Posted by: jcompton
« on: July 17, 2006, 10:22:41 PM »

Are you saying that you just want the
~We must save your little brother post haste! He's been captured by evil orcs!.~
state to go to Alora saying
~<CHARNAME> we must save him! Please~
?

In that case, you'd do

CHAIN IF WEIGHT #-1
~InParty("G#Alora")
See("G#Alora")
!StateCheck("G#Alora",STATE_SLEEPING)
Global("AloraCousin","LOCALS",0)~ THEN G#ALOCUS AloraQuest
~Cousin Alora? Is that really you!~ DO ~SetGlobal("AloraCousin","LOCALS",1) SetGlobal("AloraCousinQuest","GLOBAL",1)~
== G#ALORAJ ~Cousin Ellis? It is you ain't it? What are you doing here?~
== G#ALOCUS ~We must save your little brother post haste! He's been captured by evil orcs!.~
END G#ALORAJ Help

But really, you don't even need the Help state at all, you can put all of this in the chain:

CHAIN IF WEIGHT #-1
~InParty("G#Alora")
See("G#Alora")
!StateCheck("G#Alora",STATE_SLEEPING)
Global("AloraCousin","LOCALS",0)~ THEN G#ALOCUS AloraQuest
~Cousin Alora? Is that really you!~ DO ~SetGlobal("AloraCousin","LOCALS",1) SetGlobal("AloraCousinQuest","GLOBAL",1)~
== G#ALORAJ ~Cousin Ellis? It is you ain't it? What are you doing here?~
== G#ALOCUS ~We must save your little brother post haste! He's been captured by evil orcs!.~
== G#ALORAJ ~<CHARNAME> we must save him! Please~
END
++ ~banter~ EXTERN G#ALORAJ no
++ ~banter~ EXTERN G#ALORAJ yes

Edit: I was mistaken originally in how I constructed the transition block in the CHAIN. When you do a transition block at the end of a CHAIN, "GOTO" is presumed to mean _within the DLG file that started the CHAIN_, not the last speaker. So we need to EXTERN G#ALORAJ instead of GOTO here, based on how you wrote the original state.
Posted by: Dark Raven
« on: July 17, 2006, 08:26:41 PM »

I can't believe how rusty I am with modding. I am sure this is a simple question.

I am writing a quest for my npc. What triggers this quest is someone appears after a certain amount of time and engages the npc to do this quest. They get done talking than the npc asks <CHARNAME> that they must do this quest. How do I write it so once the convo with the quest starter is done that it goes to <CHARNAME>?


CHAIN IF WEIGHT #-1
~InParty("G#Alora")
See("G#Alora")
!StateCheck("G#Alora",STATE_SLEEPING)
Global("AloraCousin","LOCALS",0)~ THEN G#ALOCUS AloraQuest
~Cousin Alora? Is that really you!~ DO ~SetGlobal("AloraCousin","LOCALS",1) SetGlobal("AloraCousinQuest","GLOBAL",1)~
== G#ALORAJ ~Cousin Ellis? It is you ain't it? What are you doing here?~
== G#ALOCUS ~We must save your little brother post haste! He's been captured by evil orcs!.~
EXIT

Now I need to set it up so Alora goes and insist that <CHARNAME> must help her.

IF ~~Help
SAY ~<CHARNAME> we must save him! Please~
++ ~banter~ + no
++ ~banter~ + yes
END