Domi, on Oct 8 2008, 05:27 PM, said:
You should have an option of gently interrupting the romance with Branwen, telling her to remain friends. It has to be used for the romantic conflict to be resolved. Branwen and Dynaheir also iirc should come to the player, and player will have to pick one at that stage. Both romances should be suspended till then after the drop of the coin.
I
think there is something wrong with the last part of the conflict. I got the banter where they toss the coin ("Dynaheir, I'll go for heads." - DYBRConflict5, x#dyronpc.d), but I never got the last talk where you have to decide who you want to romance ("Branwen, thou dost realize that thy stubbornness brings us back to where we had started?" - DYBRConflict6, same file).
This is DYBRConflict5, the banter where Branwen and Dynaheir toss the coin, found in x#dyronpc.d:
CHAIN IF WEIGHT #-2 ~%BGT_VAR% Global("X#DYBRConflict","GLOBAL",10)~ THEN ~%BRANWEN_BANTER%~ DYBRConflict5
@284
DO ~SetGlobal("X#DYBRConflict","GLOBAL",11) RealSetGlobalTimer("X#DYBRConflictTime","GLOBAL",DYROM_TIMER)~
== ~%DYNAHEIR_BANTER%~ @285
== ~%BRANWEN_BANTER%~ @286
== ~%DYNAHEIR_BANTER%~ @287
== ~%BRANWEN_BANTER%~ @288
== ~%DYNAHEIR_BANTER%~ @289
== ~%BRANWEN_BANTER%~ @290
== ~%DYNAHEIR_BANTER%~ @291
= @292
== ~%BRANWEN_BANTER%~ @293
DO ~SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1)
SetGlobal("P#BranwenRomanceActive","GLOBAL",3)~
EXIT
Ok, so at the end of this banter, both romances are suspended; X#DynaheirRomanceInactive=1, P#BranwenRomanceActive=3.
This is DYBRConflict6, the last banter of the conflict, which I never got, same file:
CHAIN IF WEIGHT #-2 ~%BGT_VAR% Global("X#DYBRConflict","GLOBAL",12)~ THEN ~%DYNAHEIR_BANTER%~ DYBRConflict6
@294
DO ~SetGlobal("X#DYBRConflict","GLOBAL",13)~
== ~%BRANWEN_BANTER%~ @295
== ~%DYNAHEIR_BANTER%~ @296
== ~%BRANWEN_BANTER%~ @297
== ~%DYNAHEIR_BANTER%~ @298
END
++ @299 DO ~SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1) SetGlobal("P#BranwenRomanceActive","GLOBAL",3)~ EXIT
++ @300 DO ~SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1) SetGlobal("P#BranwenRomanceActive","GLOBAL",1)~ EXIT
++ @301 DO ~SetGlobal("X#DynaheirRomanceInactive","GLOBAL",0) SetGlobal("P#BranwenRomanceActive","GLOBAL",3)~ EXIT
This banter fires if X#DYBRConflict=12.
I checked out p#dyrom.baf, and it says the following:
IF %BGT_VAR%
RealGlobalTimerExpired("X#DYBRConflictTime","GLOBAL")
!Global("X#DynaheirRomanceInactive","GLOBAL",1)
Global("X#DynaheirRomanceActive","GLOBAL",1)
!Global("P#BranwenRomanceActive","GLOBAL",3)
Global("P#BranwenRomanceActive","GLOBAL",1)
OR(6)
Global("X#DYBRConflict","GLOBAL",1)
Global("X#DYBRConflict","GLOBAL",3)
Global("X#DYBRConflict","GLOBAL",5)
Global("X#DYBRConflict","GLOBAL",7)
Global("X#DYBRConflict","GLOBAL",9)
Global("X#DYBRConflict","GLOBAL",11)
InParty(Myself)
InParty("branwen")
THEN
RESPONSE #100
IncrementGlobal("X#DYBRConflict","GLOBAL",1)
END
If I am not mistaken, X#DYBRConflict doesn't get set to 12 here, because DYBRConflict5 previously set X#DynaheirRomanceInactive=1 and P#BranwenRomanceActive=3. As a consequence, you don't get to see the very last banter, DYBRConflict6, and both romances are shut down permanently...