Posted by: samk
« on: April 13, 2007, 08:09:15 PM »Having her join in leave is just to stop her walking off when i'm done talking with her, because that's when my game was crashing.
IF
See([PC])
NumberOfTimesTalkedTo(0)
THEN
RESPONSE #100
Dialog([PC])
END
IF
False()
THEN
RESPONSE #100
Activate(Myself)
END
IF
False()
THEN
RESPONSE #100
Deactivate(Myself)
END
_ALORA.BCS EasyTutu after UB, BG1NPC, and SCS (0 level NPC only)...IF
RealGlobalTimerExpired("CRoReactionTime","GLOBAL") //BG1NPC, no problem
InParty(Myself)
Global("CoRomReaction","GLOBAL",1)
!Global("CoranRomanceInactive","GLOBAL",1)
Global("CoranMatch","GLOBAL",1)
Global("CoranFriend","GLOBAL",1)
!StateCheck(Myself,CD_STATE_NOTVALID)
!StateCheck(Player1,CD_STATE_NOTVALID)
See(Player1)
CombatCounter(0)
!See([ENEMY])
Global("CRAL1","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("CRAL1","GLOBAL",1)
Interact(Player1)
END
IF
Global("CRAL1","GLOBAL",1) //ditto
InParty(Myself)
!StateCheck(Myself,CD_STATE_NOTVALID)
!StateCheck(Player1,CD_STATE_NOTVALID)
THEN
RESPONSE #100
Interact(Player1)
END
IF
InParty(Myself)
Global("DreamTimerStarted","GLOBAL",0) //Ditto
THEN
RESPONSE #100
RealSetGlobalTimer("DreamTalk","GLOBAL",THREE_TURNS)
SetGlobal("DreamTimerStarted","GLOBAL",1)
END
IF
InParty(Myself)
Global("AlPCTimerStarted","GLOBAL",0)
THEN
RESPONSE #100
RealSetGlobalTimer("AlFriendTalkTime","GLOBAL",AJROM_TIMER) //Ditto (don't worry, custom .ids entry
SetGlobal("AlPCTimerStarted","GLOBAL",1)
END
IF
InParty(Myself)
CombatCounter(0)
!See([ENEMY])
RealGlobalTimerExpired("AlFriendTalkTime","GLOBAL") //ditto
Global("AlFriendTalk","GLOBAL",0)
AreaType(CITY)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("alora99")
IncrementGlobal("AlFriendTalk","GLOBAL",1)
RealSetGlobalTimer("AlFriendlyTalkTime","GLOBAL",ONE_MINUTE)
StartDialogNoSet(Player1)
END
IF
InParty(Myself)
RealGlobalTimerExpired("AlFriendlyTalkTime","GLOBAL")
Global("AlFriendTalk","GLOBAL",1)
THEN
RESPONSE #100
IncrementGlobal("AlFriendTalk","GLOBAL",1)
RealSetGlobalTimer("AlFriendTalkTime","GLOBAL",TWELVE_HOURS) //ditto
END
IF
RealGlobalTimerExpired("AlFriendTalkTime","GLOBAL") //ditto
InParty(Myself)
CombatCounter(0)
!See([ENEMY])
InParty("imoen") // ~Imoen~
Global("AlFriendTalk","GLOBAL",2)
AreaType(CITY)
THEN
RESPONSE #100
PlaySong(0)
PlaySound("alora99")
IncrementGlobal("AlFriendTalk","GLOBAL",1)
RealSetGlobalTimer("AlFriendlyTalkTime","GLOBAL",ONE_MINUTE)
StartDialogNoSet(Player1)
END
IF
InParty(Myself)
RealGlobalTimerExpired("AlFriendlyTalkTime","GLOBAL") //ditto
Global("AlFriendTalk","GLOBAL",3)
THEN
RESPONSE #100
IncrementGlobal("AlFriendTalk","GLOBAL",1)
RealSetGlobalTimer("AlFriendTalkTime","GLOBAL",18000)
END
IF
See([PC]) //Original Block
NumberOfTimesTalkedTo(0)
THEN
RESPONSE #100
Dialog([PC])
END
IF
False()
THEN
RESPONSE #100
Activate(Myself)
END
IF
False()
THEN
RESPONSE #100
Deactivate(Myself)
END
IF
!Global("DMWWLevelUpWarning","LOCALS",1) //level up SCS
InParty(Myself)
CheckStatGT(Myself,0,LEVEL)
THEN
RESPONSE #100
SetGlobal("DMWWLevelUpWarning","LOCALS",1)
SetGlobal("DMWWLevelUp","LOCALS",1)
END
IF
!Global("DMWWLevelUpWarning","LOCALS",1) //level up SCS
Class(Myself,RANGER_ALL)
InParty(Myself)
CheckStat(Myself,0,LEVEL)
THEN
RESPONSE #100
DisplayStringHead(Myself,118363) // ~This character is now level 0. Level them up to choose their initial proficiencies and skills. (Until you do this, their hit points and equipment may be a little odd; don't worry about this. Once you level them up, they may gain more levels (depending on your own experience).~
SetGlobal("DMWWLevelUpWarning","LOCALS",1)
ApplySpellRES("dw#rang",Myself) // <Invalid Strref -1>
END
IF
!Global("DMWWLevelUpWarning","LOCALS",1) //level up SCS
!Class(Myself,RANGER_ALL)
InParty(Myself)
CheckStat(Myself,0,LEVEL)
THEN
RESPONSE #100
DisplayStringHead(Myself,118363) // ~This character is now level 0. Level them up to choose their initial proficiencies and skills. (Until you do this, their hit points and equipment may be a little odd; don't worry about this. Once you level them up, they may gain more levels (depending on your own experience).~
SetGlobal("DMWWLevelUpWarning","LOCALS",1)
END
IF
!Global("DMWWLevelUp","LOCALS",1) //level up SCS
CheckStat(Myself,1,LEVEL)
InParty(Myself)
XPGT(Player1,32000)
THEN
RESPONSE #100
SetGlobal("DMWWLevelUp","LOCALS",1)
ApplySpell(Myself,RESTORE_FULL_HEALTH)
ApplySpellRES("dw#hp",Myself) // <Invalid Strref -1>
DestroyItem("dw#npcl0") // ~Long Sword~
AddXPObject(Myself,32000)
END
IF
!Global("DMWWLevelUp","LOCALS",1) //level up SCS
CheckStat(Myself,1,LEVEL)
InParty(Myself)
XPGT(Player1,16000)
THEN
RESPONSE #100
SetGlobal("DMWWLevelUp","LOCALS",1)
ApplySpell(Myself,RESTORE_FULL_HEALTH)
ApplySpellRES("dw#hp",Myself) // <Invalid Strref -1>
DestroyItem("dw#npcl0") // ~Long Sword~
AddXPObject(Myself,16000)
END
IF
!Global("DMWWLevelUp","LOCALS",1) //level up SCS
CheckStat(Myself,1,LEVEL)
InParty(Myself)
XPGT(Player1,8000)
THEN
RESPONSE #100
SetGlobal("DMWWLevelUp","LOCALS",1)
ApplySpell(Myself,RESTORE_FULL_HEALTH)
ApplySpellRES("dw#hp",Myself) // <Invalid Strref -1>
DestroyItem("dw#npcl0") // ~Long Sword~
AddXPObject(Myself,8000)
END
IF
!Global("DMWWLevelUp","LOCALS",1) //level up SCS
CheckStat(Myself,1,LEVEL)
InParty(Myself)
XPGT(Player1,4000)
THEN
RESPONSE #100
SetGlobal("DMWWLevelUp","LOCALS",1)
ApplySpell(Myself,RESTORE_FULL_HEALTH)
ApplySpellRES("dw#hp",Myself) // <Invalid Strref -1>
DestroyItem("dw#npcl0") // ~Long Sword~
AddXPObject(Myself,4000)
END
IF
!Global("DMWWLevelUp","LOCALS",1) //level up SCS
CheckStat(Myself,1,LEVEL)
InParty(Myself)
XPGT(Player1,2000)
THEN
RESPONSE #100
SetGlobal("DMWWLevelUp","LOCALS",1)
ApplySpell(Myself,RESTORE_FULL_HEALTH)
ApplySpellRES("dw#hp",Myself) // <Invalid Strref -1>
DestroyItem("dw#npcl0") // ~Long Sword~
AddXPObject(Myself,2000)
END
IF
!Global("DMWWLevelUp","LOCALS",1) //level up SCS
CheckStat(Myself,1,LEVEL)
InParty(Myself)
THEN
RESPONSE #100
SetGlobal("DMWWLevelUp","LOCALS",1)
ApplySpell(Myself,RESTORE_FULL_HEALTH)
ApplySpellRES("dw#hp",Myself) // <Invalid Strref -1>
DestroyItem("dw#npcl0") // ~Long Sword~
AddXPObject(Myself,1)
END
Hall of Wonders Area Script: Identical on both Modded and Unmodded EasyTutuIF
OR(2)
TimeGT(20)
TimeLT(4)
Exists("Alora") // Alora
Global("J#AloraInactive","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("J#AloraInactive","GLOBAL",0)
Activate("Alora")
END
IF
TimeGT(4)
TimeLT(20)
Exists("Alora") // Alora
Global("J#AloraInactive","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("J#AloraInactive","GLOBAL",1)
Deactivate("Alora")
END
IF
TimeGT(20)
False()
THEN
RESPONSE #100
Activate("alora")
END
IF
TimeLT(4)
False()
THEN
RESPONSE #100
Activate("alora")
END
IF
TimeGT(4)
TimeLT(20)
False()
THEN
RESPONSE #100
Deactivate("alora")
END
/* Trying to prevent Alora from Stuttering. */
COPY_EXISTING ~_ALORA.bcs~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY
~TimeOfDay(DAY)~ ~AreaCheck("FW0130") NumberOfTimesTalkedTo(0) TimeOfDay(DAY) !InParty(Myself)~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES
But since EasyTutu already removes the problem blocks, this will not patch anything - it is left in for Tutu v4. /* Trying to prevent Alora's CTD */
COPY_EXISTING ~_AR0130.bcs~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY
~!InParty("alora")~
~!InParty("alora") Global("X#AloraDontBeDificult","GLOBAL",1)~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES
(This is just another way of creating False(), buy setting an unnatainable condtiton, with the difference that we can "undo" the change via CLUAConsole if it proves to be a problem in testing)... this is going away in the next internal, as obviously EasyTutu does not need it (there is no such entry to patch) and the problem is showing up on both EasyTutu and Tutu v4, which means that it is not the !InParty call that is the problem.// creator : DLTCEP_enhanced_WeiDU (version 199)
// argument : _ALORA.DLG
// game : .
// source : ./override/_ALORA.DLG
// dialog : ./DIALOG.TLK
// dialogF : (none)
BEGIN ~_ALORA~
//////////////////////////////////////////////////
// WARNING: this file contains non-trivial WEIGHTs
//////////////////////////////////////////////////
IF WEIGHT #1 /* Triggers after states #: 10 even though they appear after this state */
~NumberOfTimesTalkedTo(0)
ReactionGT(LastTalkedToBy,NEUTRAL_UPPER)
~ THEN BEGIN 0 // from:
SAY #87948 /* ~Oh! Scared me you did! I suppose I'm caught then? Peacefully I'll go, I'm not much for fighting... Wait a minute... Holy Leapin' Lavender Lizards! You're not the guard! You're... you're burglaring just like me! Now this IS exciting! We should... we should work together! Yeah! I could use the help... uh... I mean, we could just help each other a little bit. Just for this one heist, you keep watch while I point out the good stuff. You can even keep most of it! I got a good tip on where to be looking! Whatcha say?~ */
IF ~~ THEN REPLY #87949 /* ~That is a good idea. I'll keep watch and help you.~ */ GOTO 6
IF ~~ THEN REPLY #87950 /* ~I have no interest in a thief so easily caught. Off with you!~ */ GOTO 5
IF ~~ THEN REPLY #87951 /* ~You've seen me! I'm sorry, but I have to kill you now!~ */ GOTO 11
END
IF WEIGHT #2 /* Triggers after states #: 10 even though they appear after this state */
~NumberOfTimesTalkedTo(0)
ReactionLT(LastTalkedToBy,FRIENDLY_LOWER)
ReactionGT(LastTalkedToBy,HOSTILE_UPPER)
~ THEN BEGIN 1 // from:
SAY #87952 /* ~Holy Kitty Cacophony, you scared the bejeebers outta me! Sure it's yer job to catch us thievers, but ye need not give me a heart attack too! Hey... you're not the guard! Yeesh! Getting me all in a tizzy when you're here for the same thing as me. Well, since you're here, howz about we work together? Just for this one heist, I mean. You keep watch while I show the stash. I know a secret here and there, but we get equal shares, okay?~ */
IF ~~ THEN REPLY #87953 /* ~A good plan. Do what you must and I'll keep watch.~ */ GOTO 6
IF ~~ THEN REPLY #87950 /* ~I have no interest in a thief so easily caught. Off with you!~ */ GOTO 5
IF ~~ THEN REPLY #87951 /* ~You've seen me! I'm sorry, but I have to kill you now!~ */ GOTO 11
END
IF WEIGHT #3 /* Triggers after states #: 10 even though they appear after this state */
~NumberOfTimesTalkedTo(0)
ReactionLT(LastTalkedToBy,NEUTRAL_LOWER)
~ THEN BEGIN 2 // from:
SAY #87954 /* ~Wha... ! Aww nutbunnies, caught again! Hey wait... there's no polish on yer boots; no snap in yer suspenders. You're... you're not the guard. They're always so much more... presentable. Well... be on your way then. I just wanna grab a few things and... be off. There's lots for both of us so leave me be. Hmph... not so much fun if just anyone can bust in here.~ */
IF ~~ THEN DO ~EscapeArea()
~ EXIT
END
IF WEIGHT #4 /* Triggers after states #: 10 even though they appear after this state */
~NumberOfTimesTalkedTo(1)
ReactionLT(LastTalkedToBy,NEUTRAL_LOWER)
~ THEN BEGIN 3 // from:
SAY #87955 /* ~Just you leave me to my sneakin'. I'm not gonna take the big stuff.~ */
IF ~~ THEN EXIT
END
IF WEIGHT #5 /* Triggers after states #: 10 even though they appear after this state */
~NumberOfTimesTalkedTo(1)
ReactionGT(LastTalkedToBy,NEUTRAL_UPPER)
~ THEN BEGIN 4 // from:
SAY #87956 /* ~Well if your gonna be puppy-doggin' after me all night, maybe we should work together. I know this place pretty good; know a few secrets. Could be fun. What say you? Wanna keep watch while I scout for pretties?~ */
IF ~~ THEN REPLY #87957 /* ~Certainly. Do what you must while I will keep watch.~ */ GOTO 6
IF ~~ THEN REPLY #87950 /* ~I have no interest in a thief so easily caught. Off with you!~ */ GOTO 5
IF ~~ THEN REPLY #87951 /* ~You've seen me! I'm sorry, but I have to kill you now!~ */ GOTO 11
END
IF ~~ THEN BEGIN 5 // from: 7.2 4.1 1.1 0.1
SAY #87958 /* ~Well! There's no need to be rude about it! Hmph! Never meet nice people in this line of work! No wonder people hate thieves! Well, we steal stuff too, BUT BEING JERKS DOESN'T HELP! Not one bit! Goodbye!~ */
IF ~~ THEN DO ~EscapeArea()
~ EXIT
END
IF ~~ THEN BEGIN 6 // from: 4.0 1.0 0.0
SAY #87959 /* ~Double good and done! Oh, it'll be great fun having someone around to talk to! I don't meet many nice people in this trade. Just because we steal doesn't mean we have to be bad. Mostly I'm just curious what people have. Here, I'll point out a few things and then we can get to sneakin.' He he, such fun!~ */
IF ~~ THEN DO ~DialogueInterrupt(FALSE)
SetGlobal("AloraLoots","Global",1)
MoveToPoint([769.849])
DialogueInterrupt(TRUE)
~ EXIT
END
IF WEIGHT #6 /* Triggers after states #: 10 even though they appear after this state */
~Global("AloraLoots","Global",1)
~ THEN BEGIN 7 // from:
SAY #87960 /* ~Pretty good takin's with none too many bruises. We do pretty good for just meeting! How about we do this again, like all the time? Wanna join up permanent?~ */
IF ~~ THEN REPLY #87961 /* ~A splendid idea! Welcome aboard.~ */ GOTO 9
IF ~~ THEN REPLY #87962 /* ~I really am sorry but we've all we need.~ */ GOTO 8
IF ~~ THEN REPLY #87963 /* ~Laughable! What do I need you for? Our job is done, now get lost!~ */ GOTO 5
END
IF ~~ THEN BEGIN 8 // from: 7.1
SAY #87964 /* ~Ah well, easy go I guess. Never get to keep my friends in this biz. Specially the nice ones. Bye, I guess.~ */
IF ~~ THEN DO ~EscapeArea()
~ EXIT
END
IF ~~ THEN BEGIN 9 // from: 7.0
SAY #87965 /* ~Friends we are, and nice ones too! One for all and things like that! Fun for all of us, I just KNOW it!~ */
IF ~~ THEN DO ~JoinParty()
~ EXIT
END
IF WEIGHT #0 ~StateCheck(Myself,STATE_CHARMED)
~ THEN BEGIN 10 // from:
SAY #87147 /* ~I'm just a thief. Sorry, but I don't have much to tell.~ */
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN 11 // from: 4.2 1.2 0.2
SAY #87966 /* ~Ahh! I can't fight ya, but I'll call the guard I will! Rather be in jail than dead from you! Help! Nasty mean and evil!!~ */
IF ~~ THEN DO ~CreateCreature("_FLAM",[802.905],0)
CreateCreature("_FLAM",[850.886],0)
EscapeArea()
~ EXIT
END
IF WEIGHT #7 ~False()
~ THEN BEGIN 12 // from:
SAY #87967 /* ~Ahh! I can't fight ya, but I'll call the guard I will! Rather be in jail than dead from you! Help! Nasty mean and evil!~ */
IF ~~ THEN DO ~CreateCreature("_FLAM",[802.905],0)
CreateCreature("_FLAM",[850.886],0)
EscapeArea()
~ EXIT
END
IF ~~ THEN BEGIN 13 // from:
SAY #87146 /* ~If that's the way you want it, then fine, I'll leave! Sniff...~ */
IF ~~ THEN DO ~LeaveParty()
EscapeArea()
~ EXIT
END
IF ~~ THEN BEGIN 14 // from:
SAY #87145 /* ~I don't wanna go, but if yer gonna force me, then I guess I'll just mope around here 'till you come back to your senses and come back for me.~ */
IF ~~ THEN DO ~LeaveParty()
SetDialogue("_ALORAP")
~ EXIT
END
// creator : DLTCEP_enhanced_WeiDU (version 199)
// argument : _ALORA.DLG
// game : .
// source : ./override/_ALORA.DLG
// dialog : ./DIALOG.TLK
// dialogF : (none)
BEGIN ~_ALORA~
//////////////////////////////////////////////////
// WARNING: this file contains non-trivial WEIGHTs
//////////////////////////////////////////////////
IF WEIGHT #2 /* Triggers after states #: 16 24 even though they appear after this state */
~NumberOfTimesTalkedTo(0)
!AreaCheck("FW4000")
~ THEN BEGIN 0 // from:
SAY #91252 /* ~Hey!~ */
IF ~ReactionGT(LastTalkedToBy,NEUTRAL_UPPER)
~ THEN GOTO 1
IF ~ReactionLT(LastTalkedToBy,FRIENDLY_LOWER)
ReactionGT(LastTalkedToBy,HOSTILE_UPPER)
~ THEN GOTO 2
IF ~ReactionLT(LastTalkedToBy,NEUTRAL_LOWER)
~ THEN GOTO 3
END
IF ~~ THEN BEGIN 1 // from: 0.0
SAY #91253 /* ~Oh! Scared me, you did! I suppose I'm caught, then? I'll go peacefully, I'm not much for fighting... Wait a minute... Holy Leapin' Lavender Lizards! You're not the guard! You're... you're burglaring, just like me! Now this *is* exciting! We should... we should work together! Yeah! I could use the help... uh... I mean, we could just help each other a little bit. Just for this one heist, you keep watch while I point out the good stuff. You can even keep most of it! I got a good tip on where to be looking! Whatcha say?~ */
IF ~~ THEN REPLY #91254 /* ~That is a good idea. I'll keep watch and help you.~ */ GOTO 7
IF ~~ THEN REPLY #91255 /* ~I have no interest in a thief so easily caught. Off with you!~ */ GOTO 6
IF ~~ THEN REPLY #91256 /* ~You've seen me! I'm sorry, but I have to kill you now!~ */ GOTO 12
END
IF ~~ THEN BEGIN 2 // from: 0.1
SAY #91257 /* ~Holy Kitty Cacophony, you scared the bejeebbers outta me! Sure it's yer job to catch us thievers, but ye need not give me a heart attack too! Hey... you're not the guard! Yeesh! Getting me all in a tizzy when you're here for the same thing as me. Well, since you're here, howz about we work together? Just for this one heist, I mean. You keep watch while I show the stash. I know a secret here and there, but we get equal shares, OK?~ */
IF ~~ THEN REPLY #91258 /* ~A good plan. Do what you must and I'll keep watch.~ */ GOTO 7
IF ~~ THEN REPLY #91255 /* ~I have no interest in a thief so easily caught. Off with you!~ */ GOTO 6
IF ~~ THEN REPLY #91256 /* ~You've seen me! I'm sorry, but I have to kill you now!~ */ GOTO 12
END
IF ~~ THEN BEGIN 3 // from: 0.2
SAY #91259 /* ~Wha...! Aww, nutbunnies, caught again! Hey, wait... there's no polish on yer boots, no snap in yer suspenders. You're... you're not the guard. They're always so much more... presentable. Well... be on your way, then. I just wanna grab a few things and... be off. There's lots for both of us, so leave me be. Hmph... not so much fun if just anyone can bust in here.~ */
IF ~~ THEN DO ~EscapeArea()
~ EXIT
END
IF WEIGHT #4 /* Triggers after states #: 11 16 24 even though they appear after this state */
~NumberOfTimesTalkedTo(1)
ReactionLT(LastTalkedToBy,NEUTRAL_LOWER)
!AreaCheck("FW4000")
~ THEN BEGIN 4 // from:
SAY #91260 /* ~Just you leave me to my sneakin'. I'm not gonna take the big stuff.~ */
IF ~~ THEN EXIT
END
IF WEIGHT #5 /* Triggers after states #: 11 16 24 even though they appear after this state */
~NumberOfTimesTalkedTo(1)
ReactionGT(LastTalkedToBy,NEUTRAL_UPPER)
!AreaCheck("FW4000")
~ THEN BEGIN 5 // from:
SAY #91261 /* ~Well if your gonna be puppy-doggin after me all night, maybe we should work together. I know this place pretty good; know a few secrets. Could be fun. What say you? Wanna keep watch while I scout for pretties?~ */
IF ~~ THEN REPLY #87957 /* ~Certainly. Do what you must while I will keep watch.~ */ GOTO 7
IF ~~ THEN REPLY #91255 /* ~I have no interest in a thief so easily caught. Off with you!~ */ GOTO 6
IF ~~ THEN REPLY #91256 /* ~You've seen me! I'm sorry, but I have to kill you now!~ */ GOTO 12
END
IF ~~ THEN BEGIN 6 // from: 8.2 5.1 2.1 1.1
SAY #91262 /* ~Well! There's no need to be rude about it! Hmph! Never meet nice people in this line of work! No wonder people hate thieves! Well, we steal stuff too, *but being jerks doesn't help*! Not one bit! Goodbye!~ */
IF ~~ THEN DO ~EscapeArea()
~ EXIT
END
IF ~~ THEN BEGIN 7 // from: 5.0 2.0 1.0
SAY #91263 /* ~Double good and done! Oh, it'll be great fun having someone around to talk to! I don't meet many nice people in this trade. Just because we steal doesn't mean we have to be bad. Mostly I'm just curious what people have. Here, I'll point out a few things and then we can get to sneakin.' He he, such fun!~ */
IF ~~ THEN DO ~DialogueInterrupt(FALSE)
SetGlobal("P#AloraLoots","GLOBAL",1)
MoveToPoint([769.849])
DialogueInterrupt(TRUE)
~ EXIT
END
IF WEIGHT #6 /* Triggers after states #: 11 16 24 even though they appear after this state */
~Global("P#AloraLoots","GLOBAL",1)
~ THEN BEGIN 8 // from:
SAY #91264 /* ~Pretty good takin's with none too many bruises. We do pretty good for just meeting! How about we do this again, like all the time? Wanna join up permanent?~ */
IF ~~ THEN REPLY #91265 /* ~A splendid idea! Welcome aboard.~ */ GOTO 10
IF ~~ THEN REPLY #91266 /* ~I really am sorry, but we've all we need. ~ */ GOTO 9
IF ~~ THEN REPLY #91267 /* ~Laughable! What do I need you for? Our job is done, now get lost!~ */ GOTO 6
END
IF ~~ THEN BEGIN 9 // from: 8.1
SAY #91268 /* ~Ah well, easy go, I guess. Never get to keep my friends in this biz. Specially the nice ones. Bye, I guess.~ */
IF ~~ THEN DO ~EscapeArea()
~ EXIT
END
IF ~~ THEN BEGIN 10 // from: 8.0
SAY #91269 /* ~Friends we are, and nice ones too! One for all and things like that! Fun for all of us, I just *know* it!~ */
IF ~~ THEN DO ~JoinParty()
~ EXIT
END
IF WEIGHT #3 /* Triggers after states #: 16 24 even though they appear after this state */
~StateCheck(Myself,STATE_CHARMED)
~ THEN BEGIN 11 // from:
SAY #91270 /* ~I'm just a thief. Sorry, but I don't have much to tell.~ */
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN 12 // from: 5.2 2.2 1.2
SAY #91271 /* ~Ahh! I can't fight ya, but I'll call the guard, I will! Rather be in jail than dead from you! Help! Nasty, mean and evil!! ~ */
IF ~~ THEN DO ~CreateCreature("FLAM",[802.905],3)
CreateCreature("FLAM",[850.886],3)
EscapeArea()
~ EXIT
END
IF WEIGHT #7 /* Triggers after states #: 16 24 even though they appear after this state */
~False()
~ THEN BEGIN 13 // from:
SAY #91272 /* ~Ahh! I can't fight ya, but I'll call the guard, I will! Rather be in jail than dead from you! Help! Nasty, mean and evil!~ */
IF ~~ THEN DO ~CreateCreature("FLAM",[802.905],3)
CreateCreature("FLAM",[850.886],3)
EscapeArea()
~ EXIT
END
IF ~~ THEN BEGIN 14 // from:
SAY #91273 /* ~If that's the way you want it, then fine, I'll leave! *sniff*~ */
IF ~~ THEN DO ~LeaveParty()
EscapeArea()
~ EXIT
END
IF ~~ THEN BEGIN 15 // from:
SAY #87145 /* ~I don't wanna go, but if yer gonna force me, then I guess I'll just mope around here 'till you come back to your senses and come back for me.~ */
IF ~~ THEN DO ~LeaveParty()
SetDialogue("ALORAP")
~ EXIT
END
IF WEIGHT #0 ~NumberOfTimesTalkedTo(0)
AreaCheck("FW4000")
~ THEN BEGIN 16 // from:
SAY #114698 /* ~Hey, you're not from around here! Yeesh! There's no polish on yer boots, no snap in yer suspenders. You're not merchants. They're always so much more presentable. Aww nutbunnies, adventurers in Gullykin! Yer gonna loot them Firewine ruins?~ */
IF ~~ THEN REPLY #114699 /* ~No, I have no interest in ruins.~ */ DO ~SetGlobal("P#TalkedToAlora","GLOBAL",1)
~ GOTO 17
IF ~~ THEN REPLY #114700 /* ~Off with you, halfling, I have no patience for your chattering!~ */ DO ~SetGlobal("P#TalkedToAlora","GLOBAL",1)
~ GOTO 18
IF ~~ THEN REPLY #114701 /* ~As a matter of fact, yes, I am. Why did you ask?~ */ DO ~SetGlobal("P#TalkedToAlora","GLOBAL",1)
~ GOTO 19
IF ~~ THEN REPLY #114702 /* ~I've been to the ruins already, and I must say that they are overrated.~ */ DO ~SetGlobal("P#TalkedToAlora","GLOBAL",1)
~ GOTO 20
END
IF ~~ THEN BEGIN 17 // from: 16.0
SAY #114703 /* ~Wait till you hear what I have to say. These ruins, they are ripe for the pickin' and will be pretty good takin's with none too many bruises. Maybe we should work together. Stayin' with my aunt here and all, I know this place pretty good, know a few secrets and how to pick a lock or find a booby trap. Could be fun. What say you?~ */
IF ~~ THEN REPLY #87961 /* ~A splendid idea! Welcome aboard.~ */ GOTO 21
IF ~~ THEN REPLY #87962 /* ~I really am sorry but we've all we need.~ */ GOTO 22
IF ~~ THEN REPLY #114704 /* ~Laughable! What do I need you for? You took up enough of my time, now get lost!~ */ GOTO 18
END
IF ~~ THEN BEGIN 18 // from: 24.2 20.2 19.2 17.2 16.1
SAY #114705 /* ~Well! There's no need to be rude about it! Hmph! Never meet nice people in this line of work! No wonder people hate adventurers! Goodbye!~ */
IF ~~ THEN DO ~EscapeArea()
DestroySelf()
~ EXIT
END
IF ~~ THEN BEGIN 19 // from: 16.2
SAY #114706 /* ~Double good and done! Oh, it's great fun having someone from the trade to talk to! I'm here stayin' with my aunt, to mend my ways and all, but I'm growin' just a little bit bored. Maybe we should work together. I know this place pretty good; know a few secrets, how to pick a lock or find a booby trap. Could be fun. What say you?~ */
IF ~~ THEN REPLY #87961 /* ~A splendid idea! Welcome aboard.~ */ GOTO 21
IF ~~ THEN REPLY #87962 /* ~I really am sorry but we've all we need.~ */ GOTO 22
IF ~~ THEN REPLY #114704 /* ~Laughable! What do I need you for? You took up enough of my time, now get lost!~ */ GOTO 18
END
IF ~~ THEN BEGIN 20 // from: 16.3
SAY #114707 /* ~Holy Kitty Cacophony, overrated?! Now this *is* exciting! We should. . .we should work together! Yeah! I could use the help. . .uh. .I mean, we could just help each other a little bit. I can scout out the pretties for you. You can even keep most of it! Whatcha say?~ */
IF ~~ THEN REPLY #87961 /* ~A splendid idea! Welcome aboard.~ */ GOTO 21
IF ~~ THEN REPLY #87962 /* ~I really am sorry but we've all we need.~ */ GOTO 22
IF ~~ THEN REPLY #114704 /* ~Laughable! What do I need you for? You took up enough of my time, now get lost!~ */ GOTO 18
END
IF ~~ THEN BEGIN 21 // from: 24.0 20.0 19.0 17.0
SAY #114708 /* ~Friends we are, and nice ones too! One for all and things like that! Fun for all of us, I just *know* it!~ */
IF ~~ THEN DO ~JoinParty()
SetGlobal("P#TalkedToAlora","GLOBAL",2)
~ EXIT
END
IF ~~ THEN BEGIN 22 // from: 20.1 19.1 17.1
SAY #114709 /* ~Ah well, easy go I guess. Never get to make any friends in this biz. Specially the nice ones. Bye, I guess.~ */
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN 23 // from: 24.1
SAY #114710 /* ~I guess I'll just mope around here 'till you come back to your senses and come back for me.~ */
IF ~~ THEN EXIT
END
IF WEIGHT #1 ~NumTimesTalkedToGT(0)
AreaCheck("FW4000")
~ THEN BEGIN 24 // from:
SAY #114711 /* ~Well if your gonna be puppy-doggin after me all <DAYNIGHT>, maybe we should work together.~ */
IF ~~ THEN REPLY #87961 /* ~A splendid idea! Welcome aboard.~ */ GOTO 21
IF ~~ THEN REPLY #87962 /* ~I really am sorry but we've all we need.~ */ GOTO 23
IF ~~ THEN REPLY #114704 /* ~Laughable! What do I need you for? You took up enough of my time, now get lost!~ */ GOTO 18
END
Interesting. My problem is the exact opposite. I can go in at night, but not during the day.
cmorgan email: please change the appropriate english words to the appropriate signs, but leave the following email address anone so random spambots can't lift it:
svowles at comcast dot net
I don't know if this is tutu related or not but when i do alt+tab (switch from program) and return to too the inferface bar keeps flickering until i go to options and return to the game(sometimes i also see my desktop in there lol)
That's a BG2 3D Accelleration quirk, I get that all the time in Tutu and BG2. You can still alt+tab by hitting the button that brings up the start menu on your keyboard.
I don't know if this is tutu related or not but when i do alt+tab (switch from program) and return to too the inferface bar keeps flickering until i go to options and return to the game(sometimes i also see my desktop in there lol)