Author Topic: Banter Help - Dialogues Dont Continue  (Read 1368 times)

Sleeta

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Banter Help - Dialogues Dont Continue
« on: November 14, 2004, 08:44:34 PM »
Alright. With my NPC successfully installed in the game, I've been testing out banters, which are the only things I scripted in for the time being. I had Phenalope join my party, and began hitting CTRL+I to cycle through banters. Unfortunately, the following happens with every NPC:

Each NPC initiates their banter with Phenalope, and I can hit the continue button at the bottom of their dialogue, which . . . ends the conversation. Phenalope doesn't respond as she should. In the example below, Jaheira gives her first line, and clicking the continue button just ends the convo.

What am I doing wrong?  ??? I've compared with other NPC banter files and it doesn't SEEM like I've forgotten anything. Any help would be appreciated -- even if it's just pointing out some obvious flaw and making me look dumb.  :)


CHAIN
IF ~InParty("Phenalope")
See("Phenalope")
!StateCheck("Phenalope",STATE_SLEEPING)
Global("JaheiraPhenalopeTalk","GLOBAL",0)~ THEN BJAHEIR PHE_Jaheira1
~It is a waste of time trying to find the proper angle with which to steal into my pack, Phenalope.  Not only would it earn you at the very least a set of bruised knuckles, but I am quite certain I lack anything of interest to you.~
DO ~SetGlobal("JaheiraPhenalopeTalk","GLOBAL",1)~
== BPHEN
~I weren't doin' anythin'!  It's not against the law in Amn to walk 'longside a friend, now, is it?~
== BJAHEIR
~You presume too much, girl.  I do not call someone 'friend' simply because they have passed the rations over the campfire once or twice.~
== BPHEN
~Aye, that's somethin' I were thinkin' on, too.  D'ye even call anyone friend, or do the frigid temperatures make 'em too nervous to come close?~
== BJAHEIR
~You dare to make judgement on me?  I find that curious behaviour for one with an executioner's axe hanging above her neck.~
== BPHEN
~I told ye, I -- ~
== BJAHEIR
~Yes, I have heard your proclaimations as well as the next.  And I maintain as open a mind towards them as <CHARNAME> does.~
=
~But this is not some campfire sleepover.  We are not here to tell tales and swap jokes and head merrily home afterwards, none the worse for the wear.  Life is not some grand adventure, Phenalope, where a cavalier attitude and a smile will get you through alive and well to the neat wrap-up at the end.~
== BPHEN
~I didn't say that!  I know that!~
== BJAHEIR
~Good.  Then perhaps there is hope for you yet to behave like an adult.~
=
~And suck in your bottom lip while you are at it.  Sulking wins one few friends and more intolerant enemies.~
EXIT

Offline Kismet

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Re: Banter Help - Dialogues Dont Continue
« Reply #1 on: November 14, 2004, 08:58:04 PM »
Check your interdia.2da and make sure your dialog files have been added properly.
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Sleeta

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Re: Banter Help - Dialogues Dont Continue
« Reply #2 on: November 14, 2004, 09:12:49 PM »
My interdia file looks like this:

 2DA V1.0

 NONE

             FILE      25FILE

AERIE       BAERIE     BAERIE25

ANOMEN      BANOMEN     BANOME25

CERND       BCERND     BCERND25

EDWIN       BEDWIN     BEDWIN25

HAERDALIS   BHAERDA     BHAERD25

JAHEIRA     BJAHEIR     BJAHEI25

JAN         BJAN     BJAN25

KELDORN     BKELDOR     BKELDO25

KORGAN      BKORGAN     BKORGA25

MAZZY       BMAZZY     BMAZZY25

MINSC       BMINSC     BMINSC25

NALIA       BNALIA     BNALIA25

VALYGAR     BVALYGA     BVALYG25

VICONIA     BVICONI     BVICON25

YOSHIMO     BYOSHIM     BYOSHIM

IMOEN2      NONE     BIMOEN25

SAREVOK      NONE     BSAREV25

PHEN BPHEN

Is that correct?  Or have I done something wrong?  The bit where I added it in my .TP2 looks like this:

APPEND ~pdialog.2da~
~PHEN BPHEN~
UNLESS ~phenalope~
UNLESS ~25POST~

APPEND ~pdialog.2da~
~PHEN BPHEN~
UNLESS ~phenalope~
IF ~25POST~

APPEND ~interdia.2da~
~PHEN BPHEN~
UNLESS ~phenalope~
UNLESS ~25FILE~

APPEND ~interdia.2da~
~PHEN BPHEN~
UNLESS ~phenalope~
IF ~25FILE~

Bah.  Sorry for the lack of a clue on my part, but I'm extremely new to modding.  I do appreciate your help though.

Offline Kismet

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Re: Banter Help - Dialogues Dont Continue
« Reply #3 on: November 14, 2004, 09:33:58 PM »
Quote
APPEND ~interdia.2da~
~PHEN BPHEN~
UNLESS ~phenalope~

I believe that last line should be: UNLESS ~PHEN~
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Offline Ghreyfain

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Re: Banter Help - Dialogues Dont Continue
« Reply #4 on: November 14, 2004, 09:35:14 PM »
What is the death variable/script name of your .cre file?  That's what should be in the first column.

phenalope bphen bphen25

And yeah, like Kismet says, UNLESS is checking for text that's been added.
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Offline jcompton

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Re: Banter Help - Dialogues Dont Continue
« Reply #5 on: November 14, 2004, 09:43:34 PM »
It would appear that the script name is "phenalope" since the See and so forth triggers are working well enough to START the banter.

So, yes, you want the first column of your INTERDIA and PDIALOG appends to be PHENALOPE. You're probably using filename when what you really wanted was script name.
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Sleeta

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Re: Banter Help - Dialogues Dont Continue
« Reply #6 on: November 14, 2004, 09:50:25 PM »
. . . I think I need to get my boyfriend an "I'm with stupid" t-shirt.

You were ALL right.  Everything works great now!  Thanks for solving the problem for this script-clueless gal.  :)

 

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