Author Topic: Slightly modified rip-off of JC banter accelerator  (Read 3919 times)

dorotea

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Slightly modified rip-off of JC banter accelerator
« on: April 08, 2004, 02:55:20 PM »
Hi there,

Just wanted to say - thank you mighty JC.  ;) I hope it is not a punishable offence.  :-\
I needed to test my new banters - so I grabbed the Bantergoose bcs and modified it a little to suit my needs. No harm/piracy intended - it was just for testing and I have no desire to distribute this in any way. But I want to post a modified snippet here - since I think it makes the script a bit more elegant.

IF
   RealGlobalTimerExpired("SpeedBanter","GLOBAL")
   Global("SpeedOneBanter","GLOBAL",0)
   CombatCounter(0)
                NumInPartyAlive(2)
THEN
   RESPONSE #100
      SetGlobal("SpeedOneBanter","GLOBAL",1)
      ActionOverride(Player2,Interact(Player2))
END


I meekly suggest changing yours as well - as this way there is no 'dead men walking' and it shortens the script.

Btw - if you can allow this to be posted in FWS it might be nice, since this is the best tool to new test banters one can think of.


DISCLAIMER: this post is not intended as slander, provocation,JC bashing or hidden sarcastic attack.

Offline jcompton

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Re: Slightly modified rip-off of JC banter accelerator
« Reply #1 on: April 08, 2004, 03:40:23 PM »
I needed to test my new banters - so I grabbed the Bantergoose bcs and modified it a little to suit my needs. No harm/piracy intended - it was just for testing and I have no desire to distribute this in any way.

Go ahead. It's eminently stealable code... but...

Quote
IF
   RealGlobalTimerExpired("SpeedBanter","GLOBAL")
   Global("SpeedOneBanter","GLOBAL",0)
   CombatCounter(0)
                NumInPartyAlive(2)
THEN
   RESPONSE #100
      SetGlobal("SpeedOneBanter","GLOBAL",1)
      ActionOverride(Player2,Interact(Player2))
END

I see what you're thinking here, and I admit that I was unaware of NumInPartyAlive, but I don't think this would actually work as intended in cases where there actually IS somebody in the party who's dead.

Consider this simple case, a 3-character party

PC: Player1
Jaheira: Player2 (dead)
Imoen: Player3

The script would actually be telling Jaheira to do the Interact, which we don't want. At best it's a waste of the bantergoose cycle and at worst it'll do something silly looking with a dead talking Jaheira. :)

Unless somehow the game shifts PlayerX upward when somebody dies, but I don't think that's the case.

Quote
Btw - if you can allow this to be posted in FWS it might be nice, since this is the best tool to new test banters one can think of.

You're welcome to discuss whatever code of mine wherever you want, although I'll admit I have a slight preference for it being discussed in places where I'm not being banned. However, I think you need to rethink your shortening of it before you advertise it, or at least double-check that I'm not wrong about how Imoen would remain Player3.
Cespenar says, "Kelsey and friends be at the Pocket Plane? Ohhh yesssss!" http://www.pocketplane.net

dorotea

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Re: Slightly modified rip-off of JC banter accelerator
« Reply #2 on: April 08, 2004, 04:53:49 PM »
I tested it - by Cltr-Y ing the npc and leaving the party to sit there with shortened cycle - 25 sec instead of 2500. They run through all the game banters. And the killed person stayed mum. In fact I think InParty() counts the dead ones... but NumbeInPartyAlive() does not. And yes - Playerx is shifted by the game - I guessed it because there is also a PlayerxFill (Returns the player in the x portrait slot).

PS
I saw you register at FWS - I hope it means you will be there as well. Whatever opinions I state on the writing/plot etc - it does not mean I approve banning... And if you rememeber the history I expressed much the same ideas in case with Domi and the Attic.

Offline jcompton

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Re: Slightly modified rip-off of JC banter accelerator
« Reply #3 on: April 08, 2004, 05:02:50 PM »
I tested it - by Cltr-Y ing the npc and leaving the party to sit there with shortened cycle - 25 sec instead of 2500. They run through all the game banters. And the killed person stayed mum. In fact I think InParty() counts the dead ones... but NumbeInPartyAlive() does not. And yes - Playerx is shifted by the game - I guessed it because there is also a PlayerxFill (Returns the player in the x portrait slot).

Very interesting. I'll test it for myself before doing Banter V5. Please keep me up to date if you discover anything else about it.

Quote
I saw you register at FWS - I hope it means you will be there as well. Whatever opinions I state on the writing/plot etc - it does not mean I approve banning... And if you rememeber the history I expressed much the same ideas in case with Domi and the Attic.

Ah, well, that new account lasted about 3 minutes. Studios remains Safe From Compton.(tm)
Cespenar says, "Kelsey and friends be at the Pocket Plane? Ohhh yesssss!" http://www.pocketplane.net

Offline asdf4321

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Re: Slightly modified rip-off of JC banter accelerator
« Reply #4 on: April 08, 2004, 06:43:40 PM »
Hmm.. For testing banters I compiled a .bs script that forces the NPCs to interact at the press of a button. Isn't that a bit simpler for this purpose?

Offline jcompton

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Re: Slightly modified rip-off of JC banter accelerator
« Reply #5 on: April 08, 2004, 07:42:58 PM »
I'm reaching a different conclusion than you, Dorotea.

Here's my experimental code:
Code: [Select]
APPEND NALIAJ

IF WEIGHT #-999
~True()~ THEN doroteatest
SAY ~Player2 is <PLAYER2>, Player3 is <PLAYER3>, Player4 is <PLAYER4>, Player5 is <PLAYER5> and Player6 is <PLAYER6>.~
IF ~NumInPartyAlive(2)~ THEN GOTO 2alive
IF ~NumInPartyAlive(3)~ THEN GOTO 3alive
IF ~NumInPartyAlive(4)~ THEN GOTO 4alive
IF ~NumInPartyAlive(5)~ THEN GOTO 5alive
IF ~NumInPartyAlive(6)~ THEN GOTO 6alive
END

IF ~~ 2alive
SAY ~2 alive!~
IF ~~ EXIT
END

IF ~~ 3alive
SAY ~3 alive!~ IF ~~  EXIT
END

IF ~~ 4alive
SAY ~4 alive!~ IF ~~  EXIT
END

IF ~~ 5alive
SAY ~5 alive!~ IF ~~  EXIT
END

IF ~~ 6alive
SAY ~6 alive!~ IF ~~  EXIT
END

END

Click-talk Nalia and she tells you who belongs to each PlayerX, and how many people are left.

NumInPartyAlive certainly works properly, BUT, when I start CTRL+Y'ing party members, the PlayerX values don't shift. See screenshot. Anomen is Player2 both before and after Death From Above strikes.

So I'm afraid just replacing the banter goose code with a shorter NumInPartyAlive check would actually give bad results if someone in the party is, in fact, dead.
Cespenar says, "Kelsey and friends be at the Pocket Plane? Ohhh yesssss!" http://www.pocketplane.net

Offline SimDing0

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Re: Slightly modified rip-off of JC banter accelerator
« Reply #6 on: April 09, 2004, 04:04:20 AM »
I'm told InParty returns false for dead party members. I think it was CamDawg, so blame him if it's wrong. :)

Offline CamDawg

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Re: Slightly modified rip-off of JC banter accelerator
« Reply #7 on: April 09, 2004, 09:12:52 AM »
InParty does return false for dead characters AFAIK, but I have no idea re: NumInParty and NumInPartyAlive. The InParty handling was one of the things I had to test for the tweak pack. :)
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Offline jcompton

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Re: Slightly modified rip-off of JC banter accelerator
« Reply #8 on: April 09, 2004, 10:16:14 AM »
The other possibility is that Dorotea IS right, and the Player2 scripting designation shifts even though the <PLAYER2> dialogue tag does not... hmmmm.

Cespenar says, "Kelsey and friends be at the Pocket Plane? Ohhh yesssss!" http://www.pocketplane.net

dorotea

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Re: Slightly modified rip-off of JC banter accelerator
« Reply #9 on: April 09, 2004, 11:20:27 AM »
Lol, guys - I did not get as deep and sophisticated as you. All I did was to leave the party with 6 members and banter cycle set to 25 - and I saw all the banters by all. Then I slaughtered them one by one - and the dead ones did not talk ( and were not talked to either - but its because how the banters are set in the bgabber.d - it checks for InParty(Gabber) anyway as you remember...


And JC - once again, I express my regret over the whole issue of your ban from FWS. IHMO of course... Sorry I was a bit rude - I can get carried away in literary discussions. This statement does not cancel my opinion on the issue of sex explicit scenes in the mods of course. :)

dorotea

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Re: Slightly modified rip-off of JC banter accelerator
« Reply #10 on: April 09, 2004, 11:25:41 AM »
Also - I wanted to add that if you randomly kill the Player in the mid-slot the fellow below him (PORTRAIT WISE) still banters.

Offline jcompton

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Re: Slightly modified rip-off of JC banter accelerator
« Reply #11 on: April 09, 2004, 11:52:48 AM »
I don't know. I'm reluctant to mess too much with the bantergoose code because it seems to work and while I know we must be careful with what we pile into baldur.bcs, it doesn't seem to be written in such a fashion as to cause any problematic slowdowns. But, again, please keep us up to date with your work on this, and let me know if you encounter anything neither of us hadn't considered.

And JC - once again, I express my regret over the whole issue of your ban from FWS. IHMO of course... Sorry I was a bit rude - I can get carried away in literary discussions.

Thank you.

Quote
This statement does not cancel my opinion on the issue of sex explicit scenes in the mods of course. :)

Yeah, I didn't much like the first version of Kiara/Zaiya either.
Cespenar says, "Kelsey and friends be at the Pocket Plane? Ohhh yesssss!" http://www.pocketplane.net

 

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