Author Topic: adding states to existing dialogue  (Read 1852 times)

wizard of thay

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adding states to existing dialogue
« on: August 05, 2003, 10:53:53 AM »
Right I am presently in the process of coding a mod.
I need to add a state to a number of banters for a Bioware NPC so that these banters won't occur at the wrong point
very much like ("AnomenIsNotKnight","GLOBAL",1) how do I do this?

japheth

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adding states to existing dialogue
« Reply #1 on: August 05, 2003, 11:08:58 AM »
ADD_STATE_TRIGGER banomen 0
~Global("MyTrigger","GLOBAL",1)~

That will add the given trigger to state 0 of banomen.dlg.

wizard of thay

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adding states to existing dialogue
« Reply #2 on: August 05, 2003, 11:11:57 AM »
Thank you very much.

wizard of thay

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adding states to existing dialogue
« Reply #3 on: August 06, 2003, 08:16:29 AM »
Contiueing my blunder through Weidu I have a further query on the same subject.  ( I should never have taken this on)
If I wish to edit multiple Dialogues in the same way which is the bect way to do it is it:

ADD_STATE_TRIGGER banomen 0
~Global("MyTrigger","GLOBAL",1)~

ADD_STATE_TRIGGER banomen 3
~Global("MyTrigger","GLOBAL",1)~

Etc, or is there another way? can it be done like

ADD_STATE_TRIGGER banomen 0, banomen 3, banomen4 etc
~Global("MyTrigger","GLOBAL",1)~

I am pretty much suspecting the first is the only option but if there are althernatives please enlighten me. (I will defeat this damn program!)
 :D  

Kismet

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adding states to existing dialogue
« Reply #4 on: August 06, 2003, 11:18:05 AM »
I believe you can do the following

ADD_STATE_TRIGGER banomen 0 3 5 8
~Global("MyTrigger","GLOBAL",1)~
 

wizard of thay

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adding states to existing dialogue
« Reply #5 on: August 06, 2003, 01:25:24 PM »
again thanks very much, I'll probably be back soon with another innane question

wizard of thay

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adding states to existing dialogue
« Reply #6 on: August 08, 2003, 10:55:17 AM »
Told you I would be back. I really shouldn't have been let loose with this program.
Where is the dialogue for
1) Keldorn inviting you back to see his family?
2) Keldorn and his family?
3) Keldorn and sir william?
Am having difficulty finding them even after extracting BKeldor.dlg
I realise I am being lazy but... well no but I just need a hand.

 

Offline Grim Squeaker

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adding states to existing dialogue
« Reply #7 on: August 08, 2003, 11:05:25 AM »
Have you checked KELDORJ?  That would contain his interjections and other inparty dialogue.  His invitation is scripted to happen when you enter the Gov Dist so I'd assume it would be in his KELDORJ file.
« Last Edit: August 08, 2003, 11:05:52 AM by Grim Squeaker »
"You alone can make my song take flight..."

japheth

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adding states to existing dialogue
« Reply #8 on: August 08, 2003, 11:28:53 AM »
Quote
Told you I would be back. I really shouldn't have been let loose with this program.
Where is the dialogue for
1) Keldorn inviting you back to see his family?
2) Keldorn and his family?
3) Keldorn and sir william?
Am having difficulty finding them even after extracting BKeldor.dlg
I realise I am being lazy but... well no but I just need a hand.
The easiest way to find certain dialogues is to search for a string reference in Near Infinity and then find references to that string.

For instance, if you go to Search-]StringRef in NI and then put in "I mean no dishonor to you" it finds the line in which Keldorn speaks: "I mean no dishonor to you, but I must visit my family. I fear I serve two masters here and must insult the one to appease the other... When all of this has passed, you will be able to find me at the Order, is that alright?"

Then click Find References-]Invert and tick the DLG checkbox.  It will go through all the dialogues and find all the dialogues that have that string.

As long as you know part of what you're looking for, I find this to be the best way to go about finding certain resources.
« Last Edit: August 08, 2003, 04:53:32 PM by japheth »

wizard of thay

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adding states to existing dialogue
« Reply #9 on: August 08, 2003, 11:36:03 AM »
once again a fine thank you, I want to get this mod I'm attempting sorted however I am on a limited time scale (see below) and am being quite lazy at times.

wizard of thay

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adding states to existing dialogue
« Reply #10 on: August 12, 2003, 04:35:56 AM »
Right I'm probably getting very annoying now. But at least this question is on topic! so please be patient with the bad coder.

ADD_STATE_TRIGGER banomen 0 3 5 8
~Global("MyTrigger","GLOBAL",1)~

Right I do the above to add a state trigger to my select dialogues in this case anoems banter. However is this still the same if I want to add this state trigger to multiple NPCs  for example should it be coded as

ADD_STATE_TRIGGER banomen 0 3 5 8
~Global("MyTrigger","GLOBAL",1)~

ADD_STATE_TRIGGER baerie 0 1 6 7
~Global("MyTrigger","GLOBAL",1)~

ADD_STATE_TRIGGER bkorgan 1 7 9 10
~Global("MyTrigger","GLOBAL",1)~

Or should  it be done  as:

ADD_STATE_TRIGGER banomen 0 3 5 8
baerie 0 1 6 7
bkorgan 1 7 9 10
~Global("MyTrigger","GLOBAL",1)~

Or should it be done as:

ADD_STATE_TRIGGER banomen 0 3 5 8
ADD_STATE_TRIGGER baerie 0 1 6 7
ADD_STATE_TRIGGER bkorgan 1 7 9 10
~Global("MyTrigger","GLOBAL",1)~

I think I'm finally getting the hang of this but I would appreciate some advice with this part.
 

FredSRichardson

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adding states to existing dialogue
« Reply #11 on: August 16, 2003, 01:06:24 PM »
One trick that can help is to create the DLG file using your script with WeiDU, and then de-compile the resulting DLG file into a D file.  If you also create a D file for the original version of the DLG file, then you can compare the two D files to see what your script is doing (there are some good windows file comparison tools out there to do this with).

Ths can be a bit of a pain, but it's a great way to see what the script is actually doing.

-Fred

wizard of thay

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adding states to existing dialogue
« Reply #12 on: August 18, 2003, 11:29:50 AM »
Sounds Like An Idea thanks.

 

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