NPC Dialogue trees (.dlg files)

Discussion in 'Negative Energy Plane' started by Dhoom, Sep 25, 2003.

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  1. Vaevictis666

    Vaevictis666 Established Member

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    Why?
     
  2. Dhoom

    Dhoom BIG Troll Berserker

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    Hmm... look at the contents of gamearea.mes in toee.dat:

    //
    // Area -- List of areas
    // X-Coord, Y-Coord /Name /Description./Radius:<#>
    //
    // Coords are on the main world-map. Radius is detection radius (in sectors),
    // in other words, the # of sectors that the player must pass near it on the
    // WorldMap to make it visible if it isn't already known; default value is 5.
    //

    {0}{0, 0, 0, 0 /A Place Unimportant/This is the unknown area.}
    {1}{0, 0, 0, 0 /Hommlet/A small village.}
    {2}{0, 0, 0, 0 /Moat house/A ruined outpost of the Temple of Elemental Evil.}
    {3}{0, 0, 0, 0 /Nulb/A run-down village.}
    {4}{0, 0, 0, 0 /Temple of Elemental Evil/A ruined temple of unspeakable horror.}
    {5}{0, 0, 0, 0 /Emridy Meadows/The site of a great battle between good and evil.}
    {6}{0, 0, 0, 0 /Imeryds Run/A river near Nulb.}
    {7}{0, 0, 0, 0 /Burnt Farmhouse/A secret exit from the temple.}
    {8}{0, 0, 0, 0 /Moat house cave exit/A secret exit from the moat house.}
    {9}{0, 0, 0, 0 /Ogre Cave/A cave of ogres.}
    {10}{0, 0, 0, 0 /Deklo Grove/A small wooded grove, filled with deklo trees and giant spiders.}
    {11}{0, 0, 0, 0 /Temple Ruined House/An old razed building near the Temple.}
    {12}{0, 0, 0, 0 /Temple Broken Tower/The jagged stub of a large tower behind the Temple.}

    Looks like that might be only for overland map areas...
     
  3. Sol Invictus

    Sol Invictus Beholder Watcher Veteran

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    Because if it did work (linking the smithy), it'd mean there was no way to put the brothel in the game.
     
  4. Mr. Underhill

    Mr. Underhill The Keeper of the Arcane Toiletries

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    if 5056 is the smithy and it crashes it dosn't mean that 5057 shouldn't work, there's just more to it? I'm only guessing here...and I'm not psychic..not yet at least but I do eat my cheerios and practice alot. :p

    edit: damn I type slow sometimes two whole post before I could reply...maby it's the beer. :beer:
     
    Last edited: Sep 25, 2003
  5. Dhoom

    Dhoom BIG Troll Berserker

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    BOOOOM!!! :D

    Found what we've been looking for :)


    game.fade_and_teleport( 14400, 0, 0, 5113, 481, 501 )

    Gotta figure out what those numbers mean...

    I'm finding a TON of cool stuff in the dlg files... like how you can make ANY NPC you can talk to, join your party :)

    Heck.. _anything_ you can talk to, you can make it join your party.

    Also how to have NPC's cast spells on you, via dialogue...


    functions to create an item in the PC's inventory, as opposed to giving an item to the PC that the NPC has on him (what BlackJay does with his cloak/boots/arrows). The create function needs a protos number, and that's it...

    Also found how to check and ATONE for fallen paladins :)

    Found how to make NPC's end dialogue and 'run away'...

    Ok.. back to looking... someone try out that fade_and_teleport function for me
     
  6. Mr. Underhill

    Mr. Underhill The Keeper of the Arcane Toiletries

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    -Dhoom...nifty stuff there...Yeah i found out how to make a Paladin fall, but not how to atone them...which .dlg did you see that in. Oh btw check out brokenblades progress on the dialogue editor here it looks sweeet.

    Well, I'm gonna go play ToEE for abit, I'll check in later before I retire for the evening.
    Oh and I'll finish d/l the .net framework...man I want to look through proto.tab...and one more thing, d*mn I hate dialup, I hate it hate it hate it...ok sorry about that...I'm used to a cable connection I've had for a few years, I fell like it's 1994 again. Living in the country is not good if you've developed a broadband addiction. ;)
     
  7. Vaevictis666

    Vaevictis666 Established Member

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    Not sure about first three (though first one looks awfully suspicious as 4 hours in seconds, time to get there maybe?)

    Fourth is the target map, fifth and sixth are coords on that map to spawn at.

    coords are a little messed up tho...
    0, 0 is the top, the first coord counts southwest, second counts southeast. It makes more sense in a room than on an outdoor map.

    It's a lot of trial and error to get the right spot, if there's already a door nearby you can base if off of that without too much trouble...
     
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