Author Topic: Click-talk - Random Replies  (Read 1313 times)

Offline Rabain

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Click-talk - Random Replies
« on: February 07, 2005, 01:54:54 PM »
How would i go about adding Click-talk options to a joinable NPC without messing up quest related dialogues etc?

I mean i have checked out some of the random dialogues perform in BG1 by commoners:

IF ~RandomNum(4,1)
~ THEN BEGIN 0 // from:
  SAY #13983 /* ~I'm not fat, I'm big boned!  Enormously boned, actually.  Fantastically huge bones the like of which have never before been seen on creatures without a trunk or a blowhole.~ */
  IF ~~ THEN DO ~~ EXIT
END

IF ~RandomNum(4,2)
~ THEN BEGIN 2 // from:
  SAY #13985 /* ~Away with you, or the guard will have you boiled in oil!  Or perhaps...fricasseed in oil...with a lovely salmon white wine sauce and those little breadsticks that are just sooo good.  Yum.~ */
  IF ~~ THEN DO ~~ EXIT
END


But I assume just sticking this in the NPC's dialogue file could cause it to fire off when another dialogue block is called during the course of the game if it returned true before the intended dialogue?

Any help appreciated!

edit: Oh and I am looking for Click-talk random replies just to be clear!
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Offline Ashara

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Re: Click-talk - Random Replies
« Reply #1 on: February 07, 2005, 01:58:13 PM »
Use the same script that is used for flirtpacks. Basically they will have to be weighed the highest, to come only when nothing else is available and have Gabber(Player1) as a condition. Check out Rastor's romance tutuorial for the code.
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Offline jcompton

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Re: Click-talk - Random Replies
« Reply #2 on: February 07, 2005, 02:45:37 PM »
We may have a high/low "weight" definition problem here.

All click-talk dialogue should be weighted very LOW, BENEATH all other states, to prevent interfering with other states in the J DLG firing. So, really, omitting a WEIGHT argument and just making it the absolute last thing you APPEND in is your best bet.
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Offline Rabain

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Re: Click-talk - Random Replies
« Reply #3 on: February 07, 2005, 03:30:39 PM »
Thanks Ashara, I think I've got what I need:

IF ~IsGabber(Player1)
CombatCounter(0)~ THEN BEGIN randomwisdom
SAY ~Hey <CHARNAME>, you want some words of wisdom?~
+ ~RandomNum(15,1)~ + ~Yes I sure do, what have you got?~  + touchwiz1
+ ~RandomNum(15,2)~ + ~Yes I sure do, what have you got?~  + touchwiz2
+ ~RandomNum(15,3)~ + ~Yes I sure do, what have you got?~  + touchwiz3
+ ~RandomNum(15,4)~ + ~Yes I sure do, what have you got?~  + touchwiz4
+ ~RandomNum(15,5)~ + ~Yes I sure do, what have you got?~  + touchwiz5
+ ~RandomNum(15,6)~ + ~Yes I sure do, what have you got?~  + touchwiz6
+ ~RandomNum(15,7)~ + ~Yes I sure do, what have you got?~  + touchwiz7
+ ~RandomNum(15,8)~ + ~Yes I sure do, what have you got?~  + touchwiz8
+ ~RandomNum(15,9)~ + ~Yes I sure do, what have you got?~  + touchwiz9
+ ~RandomNum(15,10)~ + ~Yes I sure do, what have you got?~  + touchwiz10
+ ~RandomNum(15,11)~ + ~Yes I sure do, what have you got?~  + touchwiz11
+ ~RandomNum(15,12)~ + ~Yes I sure do, what have you got?~  + touchwiz12
+ ~RandomNum(15,13)~ + ~Yes I sure do, what have you got?~  + touchwiz13
+ ~RandomNum(15,14)~ + ~Yes I sure do, what have you got?~  + touchwiz14
+ ~RandomNum(15,15)~ + ~Yes I sure do, what have you got?~  + touchwiz15
++ ~Actually I think I've had enough of *your* kind of wisdom!~ EXIT
END

IF ~~ THEN BEGIN touchwiz1
SAY ~Man who eat dog soon be barking mad.~
IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN touchwiz2
SAY ~Do not want others to know what you have done? Better not have done it anyways!~
IF ~~ THEN EXIT
END


@jcompton:  I understand!

thank you both!
« Last Edit: February 07, 2005, 04:09:52 PM by Rabain »
Touchstone: Wild Elf Fighter
BG2CPM: Dialog Portraits for Everyone!
WTPFamiliars: A new version of the Find Familiar Spell
All at: Border Kingdoms

Offline Ashara

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Re: Click-talk - Random Replies
« Reply #4 on: February 07, 2005, 03:41:35 PM »
We may have a high/low "weight" definition problem here.

All click-talk dialogue should be weighted very LOW, BENEATH all other states, to prevent interfering with other states in the J DLG firing. So, really, omitting a WEIGHT argument and just making it the absolute last thing you APPEND in is your best bet.

yes, that was what I was trying to say - the weight # will be the highest... the very last COMPILE...
Hang in there. I'll try to make you glad you did.
—George R.R. Martin

There is nothing better than imagining other worlds [...] to forget the painful one we live in. At least so I thought then. I hadn't yet realized that, imagining other worlds, you end up changing this one.
-Umberto Eco, Baudolino

Three mods you shall make - one too bad and one to dread and one to love.

Offline Andyr

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Re: Click-talk - Random Replies
« Reply #5 on: February 07, 2005, 05:52:37 PM »
High WEIGHTing being a low number, and vice versa. :)
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