*bump*
One year later.
I'm going to do a conversion of IWD NPC for IWD in BG2 engine. But re-writing all interjections from
EXTEND_BOTTOM DACCALIA 3
IF ~InParty("O#Severn") Detect("O#Severn") !StateCheck("O#Severn",CD_STATE_NOTVALID)~ EXTERN O#SEVERN O#SevernDACCALIA3
END
CHAIN O#SEVERN O#SevernDACCALIA3
~So much for a friendly welcome.~
== O#TERI IF ~InParty("O#Teri") Detect("O#Teri") !StateCheck("O#Teri",CD_STATE_NOTVALID)~ THEN ~Maybe they like living dangerously.~
== DACCALIA ~This year, we were lucky. But who knows what will happen next season?~
END
COPY_TRANS O#DUMP 1
to your usual format:
I_C_T DADSON 0 O#TeriDADSON0
== O#TERI IF ~InParty("O#Teri") Detect("O#Teri") !StateCheck("O#Teri",CD_STATE_NOTVALID)~ THEN ~Riiiight...~
END
- it's a little tedious, so I wanted to ask you knowledgable people: will the scheme we talked about (with DUMP files) work on BG2 engine as well as it does on IWD engine? I suppose the answer is yes(and I'm going to test it, too) - but just to be sure?