Jump to content

cmorgan

Recommended Posts

No time to type much; will fill in more details later.

 

Short course:

 

Timers are set for FTs, LTs, NPC-Initiated flirts. Staggering content so they don't bunch up is relatively simple... until you give players choices on how long the timers work.

 

Unsolvable problem in the long run, as starting/stopping flirts, starting/stopping romances, and talks that require specific conditions to fire will all throw them off, and the engine itelf seems to like to randomly wait much longer than the actual established timer (observation only, not proven).

 

But, a partial solution, coded and installed in Aran's latest pre-Beta stuff: set everything up using OUTER_SET depending on the player choice.

 

in c-aran.baf

CODE

/* ROMANCE TALKS */

 

/*

* Romance Match and Initiation (He is not picky...)

* One new thing here - Aran is ok if a friend switches genders -

* but not so much on the romance side. So, we add a blocking variable

* to make sure nothing progresses while that silly Girdle is in place.

* He can have some special lines to play during the FT sequence on that.

*/

 

IF

Global("c-aranmatch","GLOBAL",0) // Not evaluated

Gender(Player1,FEMALE) // Player1 is female

InParty(Myself) // Aran is here

!StateCheck(Myself,CD_STATE_NOTVALID) // Aran is ok

!StateCheck(Player1,CD_STATE_NOTVALID) // Player1 is ok

!HasItemEquiped("belt05",Player1) // Girdle of sex change not on Player1

THEN

RESPONSE #100 // 100% of the time

SetGlobal("c-aranmatch","GLOBAL",1) // Matched

SetGlobal("c-aranrom","GLOBAL",1) // Aran is interested

END

 

/* Berelinde: Please consider staggering your flirts and your dialogues. Flirts are nice when they break up long stretches between LTs.

* cmorgan: OK, great idea - let's make it really complicated, and base the first timer on the player's choice of overall speed of progress...

*/

IF

Global("c-aranmatch","GLOBAL",1) // Matched

Global("c-aransetupromtimers","GLOBAL",0) // Not evaluated

GlobalGT("c-aranfriendbg2","GLOBAL",5) // FT 3 has played

Gender(Player1,FEMALE) // Player1 is female

InParty(Myself) // Aran is here

!StateCheck(Myself,CD_STATE_NOTVALID) // Aran is ok

!StateCheck(Player1,CD_STATE_NOTVALID) // Player1 is ok

!HasItemEquiped("belt05",Player1) // Girdle of sex change not on Player1

THEN

RESPONSE #100

SetGlobal("c-aransetupromtimers","GLOBAL",1)

RealSetGlobalTimer("c-aranromtimer","GLOBAL",%choseninitialrom%) // Minimum Real Time until first LT

RealSetGlobalTimer("c-aranflirttimer","GLOBAL",%choseninitialflirt%) // Tee up flirt timer

END

 

 

in setup-aranw.tp2

CODE

OUTER_FOR( aran_timer_choice = 0; ~%aran_timer_choice%~ STRING_COMPARE_REGEXP ~^[12]$~; )BEGIN

PRINT ~Set Talk and Flirt Timers

[1] Install Default Timers

[2] Customize Timers

Please type 1 or 2 and press enter.~

ACTION_READLN aran_timer_choice

END // of O_F

 

ACTION_IF ("aran_timer_choice" = 1) THEN BEGIN

/* .ids patching with player choice: set talk timers */

APPEND ~gtimes.ids~ ~3600 ARAN_FTT~

APPEND ~gtimes.ids~ ~3600 ARAN_LTT~

APPEND ~gtimes.ids~ ~3600 ARAN_FLIRT~

PRINT ~Speed: minimum 1 hour real time between dialogues (Default, recommended)~

OUTER_SET choseninitialrom = 2400

PRINT ~Initial Lovetalk offset by 40 minutes~

OUTER_SET choseninitialflirt = 1200

PRINT ~Initial NPC-Initiated Flirt offset by 20 minutes~

PRINT ~So if you are in a romance with him and never stop the romance,

after the lovetalks start (after friendship talk 3), the timer sequence will start

hourly FT, NPC Flirt 20 minutes later, and RT 20 minutes after that, then 20 minutes later the next FT fires.

Please note that the timers are not exact, and variations within the game may mean

bursts of activity followed by long waits.~

END

 

 

ACTION_IF ("aran_timer_choice" = 2) THEN BEGIN

PRINT ~Select Aran's Talk timers:~

 

PRINT ~Please choose one of the following:

[1] approximately 1 hour real time minimum between friendship dialogues (recommended, default)

[2] approximately 15 minutes real time minimum between friendship dialogues

[3] approximately 30 minutes real time minimum between friendship dialogues

[4] approximately 45 minutes real time minimum between friendship dialogues

[5] approximately 1 hour 30 minutes real time minimum friendship between dialogues

[6] approximately 2 hours real time minimum between friendshipdialogues~

 

OUTER_SPRINT ~friendshiptimer~ ~placeholder_value~

OUTER_WHILE (!(IS_AN_INT ~friendshiptimer~) OR (~friendshiptimer~ > 0x6) OR (~friendshiptimer~ < 0x1)) BEGIN

PRINT ~Please type 1, 2, 3, 4, 5 or 6 and press enter.~

ACTION_READLN ~friendshiptimer~

END

ACTION_IF ("friendshiptimer" = 1) THEN BEGIN

APPEND ~gtimes.ids~ ~3600 ARAN_FTT~

APPEND ~gtimes.ids~ ~3600 ARAN_LTT~

APPEND ~gtimes.ids~ ~3600 ARAN_FLIRT~

PRINT ~Speed: minimum 1 hour real time between dialogues (Default, recommended)~

OUTER_SET choseninitialrom = 2400

PRINT ~Initial Lovetalk offset by 40 minutes~

OUTER_SET choseninitialflirt = 1200

PRINT ~Initial NPC-Initiated Flirt offset by 20 minutes~

PRINT ~So if you are in a romance with him and never stop the romance,

after the lovetalks start (after friendship talk 3), the timer sequence will start

hourly FT, NPC Flirt 20 minutes later, and RT 20 minutes after that, then 20 minutes later the next FT fires.

Please note that the timers are not exact, and variations within the game may mean

bursts of activity followed by long waits.~

END

ACTION_IF ("friendshiptimer" = 2) THEN BEGIN

APPEND ~gtimes.ids~ ~900 ARAN_FTT~

APPEND ~gtimes.ids~ ~900 ARAN_LTT~

APPEND ~gtimes.ids~ ~900 ARAN_FLIRT~

PRINT ~Speed: minimum 15 minutes real time between dialogues~

OUTER_SET choseninitialrom = 600

PRINT ~Initial Lovetalk offset by 10 minutes~

OUTER_SET choseninitialflirt = 300

PRINT ~Initial NPC-Initiated Flirt offset by 5 minutes~

PRINT ~So if you are in a romance with him and never stop the romance,

after the lovetalks start (after friendship talk 3), the timer sequence will start

15 minute FT, NPC-initiated Flirt 5 minutes later, and RT 5 minutes after that, then 5 minutes later the next FT.

Please note that the timers are not exact, and variations within the game may mean

bursts of activity followed by long waits... especially when you run out of timered content!~

END

ACTION_IF ("friendshiptimer" = 3) THEN BEGIN

APPEND ~gtimes.ids~ ~1800 ARAN_FTT~

APPEND ~gtimes.ids~ ~1800 ARAN_LTT~

APPEND ~gtimes.ids~ ~1800 ARAN_FLIRT~

PRINT ~Speed: minimum 30 minutes real time between dialogues~

OUTER_SET choseninitialrom = 1200

PRINT ~Initial Lovetalk offset by 20 minutes~

OUTER_SET choseninitialflirt = 600

PRINT ~Initial NPC-Initiated Flirt offset by 10 minutes~

PRINT ~So if you are in a romance with him and never stop the romance,

after the lovetalks start (after friendship talk 3), the timer sequence will start

30 minute FT, NPC-initiated Flirt 10 minutes later, and RT 10 minutes after that, then 10 minutes later the next FT.

Please note that the timers are not exact, and variations within the game may mean

bursts of activity followed by long waits... especially when you run out of timered content!~

END

ACTION_IF ("friendshiptimer" = 4) THEN BEGIN

APPEND ~gtimes.ids~ ~2700 ARAN_FTT~

APPEND ~gtimes.ids~ ~2700 ARAN_LTT~

APPEND ~gtimes.ids~ ~2700 ARAN_FLIRT~

PRINT ~Speed: minimum 45 minutes real time between dialogues~

OUTER_SET choseninitialrom = 1800

PRINT ~Initial Lovetalk offset by 30 minutes~

OUTER_SET choseninitialflirt = 900

PRINT ~Initial NPC-Initiated Flirt offset by 15 minutes~

PRINT ~So if you are in a romance with him and never stop the romance,

after the lovetalks start (after friendship talk 3), the timer sequence will start

45 minute FT, NPC-initiated Flirt 15 minutes later, and RT 15 minutes after that, then 15 minutes later the next FT.

Please note that the timers are not exact, and variations within the game may mean

bursts of activity followed by long waits... especially when you run out of timered content!~

END

ACTION_IF ("friendshiptimer" = 5) THEN BEGIN

APPEND ~gtimes.ids~ ~5400 ARAN_FTT~

APPEND ~gtimes.ids~ ~5400 ARAN_LTT~

APPEND ~gtimes.ids~ ~5400 ARAN_FLIRT~

PRINT ~Speed: minimum 1 hour 30 minutes real time between dialogues~

OUTER_SET choseninitialrom = 3600

PRINT ~Initial Lovetalk offset by 60 minutes~

OUTER_SET choseninitialflirt = 1800

PRINT ~Initial NPC-Initiated Flirt offset by 30 minutes~

PRINT ~So if you are in a romance with him and never stop the romance,

after the lovetalks start (after friendship talk 3), the timer sequence will start

90 minute FT, NPC-initiated Flirt 30 minutes later, and RT 30 minutes after that, then 30 minutes later the next FT.

Please note that the timers are not exact, and variations within the game may mean

bursts of activity followed by long waits... especially when you run out of timered content!~

END

ACTION_IF ("friendshiptimer" = 6) THEN BEGIN

APPEND ~gtimes.ids~ ~7200 ARAN_FTT~

APPEND ~gtimes.ids~ ~7200 ARAN_LTT~

APPEND ~gtimes.ids~ ~7200 ARAN_FLIRT~

PRINT ~Speed: minimum 2 hours real time between dialogues~

OUTER_SET choseninitialrom = 4800

PRINT ~Initial Lovetalk offset by 80 minutes~

OUTER_SET choseninitialflirt = 2400

PRINT ~Initial NPC-Initiated Flirt offset by 40 minutes~

PRINT ~So if you are in a romance with him and never stop the romance,

after the lovetalks start (after friendship talk 3), the timer sequence will start

120 minute FT, NPC-initiated Flirt 40 minutes later, and RT 40 minutes after that, then 40 minutes later the next FT.

Please note that the timers are not exact, and variations within the game may mean

bursts of activity followed by long waits... especially when you run out of timered content!~

END

END

 

 

and when compiling the two scripts that have blocks like this in the .tp2, farther down, use

CODE

COMPILE EVALUATE_BUFFER ~aranw/baf/c-aran.baf~ // override script

 

ACTION_IF FILE_EXISTS_IN_GAME ~ar6111.are~ THEN BEGIN // ToB dialog file

PRINT ~Installing ToB scripts...~

COMPILE EVALUATE_BUFFER ~aranw/baf/c-arn25.baf~ // joined ToB script

 

 

The result of timer choices are hidden in the PRINT stuff, detailed out for anyone who looks at the .DEBUG file.

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...