ToEE Global Flags and Variables

Discussion in 'Tech Guides and Help Threads' started by Gaear, Mar 20, 2008.

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  1. thearioch

    thearioch Need More Cowbell

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    Right now I'm having a hard enough time keeping my mods straight, so I'm building some tools to keep me [as] sane [as I can be :)]. I keep starting down one quest/dialog, moving to another, and *bam!* I've got several incompatible versions of the same files.

    As I solve my problems, I'll share the tools so we don't share the pain. I'd like to end up with a few candidates (mods and tools) worth showing the group.

    And if any of this can help KotB, please let me know.

    --thearioch
     
  2. Shiningted

    Shiningted I want my goat back Administrator

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    Thanks :) And write your tools in whatever language you like best - just be aware the game uses Python.
     
  3. Sitra Achara

    Sitra Achara Senior Member

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    Re. the flag/var list, the list above was created by going through the .py and .dlg files with a fine tooth comb. Someone already made an automated list in the past, using an existing program that I think was similar to what you're going to write (I think rufnredde is the guy), but it still lacked the actual meaning, which I think can only be done by hand. Also, this automated approach doesn't catch every single flag/var substitution, e.g. the "received wilderness encounter" flags and "heard rumor x" flags which depend on formulas (ones that are sometimes not very trivial).

    By the way, if you want to make a truly useful tool, what I'd love to see is a visual dialogue tree editor that'd abstract out all the various variables and conditions to something more transparent and natural for the user. Currently, scripting unique, character/state dependent replies, not to mention meaningful branching with consequences, is a laborious pain in the ass, which in my opinion limits the amount of roleplaying and coherence we can achieve. Often when we do try to accomodate varying alignments, races, classes etc. it winds up being purely cosmetic or meaningless, with the NPC not remembering the exchange anyway. If we had a tool to efficiently and quickly create complex state machines in ToEE dialogue and scripts, I believe we could take ToEE to a whole other level of sophistication and intelligence. I'd really be grateful if you could write something like that, and would love to discuss the details of this venture further.
     
  4. Gaear

    Gaear Bastard Maestro Administrator

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    I certainly agree with that. The current system (or sophistication of the system) primarily lends itself to the pedestrian dialogues that already dominate ToEE. :(
     
  5. Gaear

    Gaear Bastard Maestro Administrator

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    Flag 283 taken for the Moathouse Ambush.
     
  6. Gaear

    Gaear Bastard Maestro Administrator

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    Staking a claim to flag #601.
     
  7. Gaear

    Gaear Bastard Maestro Administrator

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    Claiming flags 602 - 610.
     
  8. Ranth

    Ranth Established Member

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    Which global flags will be used for Welkwood Bog? I want to claim some but I do not want to re-use any for the upcoming expansion.
     
  9. Ranth

    Ranth Established Member

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    I would like to reserve flags 501-530 and variables 501-510 for my expansion.
     
  10. Gaear

    Gaear Bastard Maestro Administrator

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    Variable 998 taken and list updated.
     
  11. Gaear

    Gaear Bastard Maestro Administrator

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    Variable 997 taken and list updated.
     
    Last edited: Feb 18, 2009
  12. Ranth

    Ranth Established Member

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    Submitting my flags for the War of the Golden Skull Expansion.

    Flags:
    501: Give Golden Skull to Hextor Priest
    502: Invaded Homlet
    503: Warlord of Homlet
    504: Spoke to Hommlet Commander about Fireforge. #Not Implemented in Current Mod
    505: Decide to Make Castle
    506: Informed of Delko Bandits
    507: Killed Delko Bandits
    508: Informed of Quarry
    509: Handled Quarry Problem (Through Diplomacy)
    510: Handled Quarry Problem (Through Force)
    511: Informed of Church Problem #Not Implemented in Current Mod
    512: Killed Adderly #Not Implemented in Current Mod
    513: Killed Hextor Priests
    514: Good Priest in Hommlet #Not Implemented in Current Mod
    515: Hextor Priests in Hommlet #Not Implemented in Current Mod
    516: Made Fireforge Town Blacksmith #Not Implemented in Current Mod
    517: Upgraded Guards (Good or Evil) #Not Implemented in Current Mod
    518: Castle is Complete
    519: Give Golden Skull to Burne (Agree to Scout Road)
    520: Defeated Wizard Before Hommlet Invasion or Hextor Priest
    521: Become Lord of Hommlet
    522: Informed of Invasion Plans by Hextor Priest
    523: Informed Burne of Hextor Invasion Plot



    Variables
    501: Counter of Hommlet Invaders Killed. When it Reaches 7 the townspeople make you Lord. Used in Ranths_Spawner.py and all san_dying of Wakefield (py00454 san_dying shared by all Invaders)
    502 Counter for Hextor Priests Killed in their Church. When 4 die, it tells PC about Hommlet Invasion. Used in Ranths_Spawner.py and all san_dying of Hextor Priest (py00339 san_dying shared by all Invaders)
     
  13. Shiningted

    Shiningted I want my goat back Administrator

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    I've updated the lists, but you've barely scratched the 'Reserved for Ranth' variables - please keep modding :icon_chuc
     
  14. GuardianAngel82

    GuardianAngel82 Senior Member

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    That sounds like a trick...
     
  15. Sitra Achara

    Sitra Achara Senior Member

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    Gaear, could you add the 'where it is used' column to the list here?

    The idea was to document where flags and variables are used, because messing with flags without knowing where and how they are used elsewhere can lead to trouble.
     
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