Author Topic: I_C_T VS I_C_T2  (Read 12674 times)

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Offline Solaufein

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« on: June 01, 2008, 07:08:48 AM »
What is the difference between the interjection labels of I_C_T and I_C_T2? I been having some problems with my mods interjections and I believe I have narrowed it down by comparing what I have with other modders work.


My interjection with Haegan the slaver.

Code: [Select]
I_C_T HAEGAN 1 NinaHaegan
== CMNINAFJ IF ~IsValidForPartyDialog("cmninaf")~ THEN
~Your days of being a slaver are over, you foul beast!~

The same dialog from another mod, Keto except it uses ICT2.

Code: [Select]
I_C_T2 HAEGAN 1 ketohaegan
== FWKETOJ IF ~IsValidForPartyDialog("Keto")~ THEN

For some reason Nina is the one who turns hostile instead of Haegan. I found another error that is similar in Nikita and Anomen. When he is having his crisis about his sister and he leaves the group and turns hostile, Nikita is the one instead that leaves the group and turns hostile.
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Offline Miss Sakaki

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Re: I_C_T VS I_C_T2
« Reply #1 on: June 01, 2008, 08:02:20 AM »
If you use I_C_T in the Haegan instance, the actions performed by Haegan after the dialogue are copied to Ninafer, so she turns hostile rather than him. Using I_C_T2 will fix this, but you shouldn't use I_C_T2 in every instance, as it causes problems if there's a cutscene after the dialogue. There's also some elaboration here about passbacks etc.
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Offline berelinde

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Re: I_C_T VS I_C_T2
« Reply #2 on: June 04, 2008, 08:02:51 AM »
Actions are performed immediately before the transition, by the last speaker. The C_T part of I_C_T is actually COPY_TRANS, so when the trans is copied, so are the actions.

I_C_T2 will keep the actions with the original speaker, but it's very dangerous. Besides the cutscene example, it can really mess up the game. In a state with multiple transitions, e.g. PC responses, the first action will *always* be performed.

Storekeep: Do you want to see what I have for sale, or would you prefer to hear some juicy gossip?
PC 1: Gossip sounds good. [GOTO gossip]
PC 2: I'm just here for the shopping. [StartStore()]

Since transitions are always evaluated from the bottom up, the store will *always* open. I found that one out the hard way with Gavin.