Kulyok Posted January 4, 2008 Share Posted January 4, 2008 I've been writing interjections for the past days, so I thought I'd share. We all know that each I_C_T command sets a "hidden" variable - the name of the said interjection. (What, you didn't know that? Go and rewrite your interjections already!) And it's important to give each interjection a unique, and possibly prefixed, name. I don't know about you, but it matters to me when things are tidy. When there's a pattern. So just adding an XX prefix and an Int suffix, like I did, say, for Angelo, was okay, but it just didn't cut it for me. I wanted a Method of Naming Interjections. (Laugh, if you will. I'm deadly serious.) And I found it: [Prefix][NPC's Death Variable][Dialogue name][state Name] The actual interjection looks like: I_C_T DNATE 10 A#AnnaDNATE10 == A#ANNA IF ~InParty("A#Anna") Range("A#Anna",60)~ THEN ~She's got a point, you know.~ END ... and a completely unique A#AnnaDNATE10 variable gets set to 1 after this interjection. So there. Link to comment
jastey Posted January 5, 2008 Share Posted January 5, 2008 Does it horribly and utterly depress you if I say I was using this already? (No, not for all interjections, but for those where I wanted to I_C_T into several states of one dlg file and a unique name and number was important.) Link to comment
Kulyok Posted January 5, 2008 Author Share Posted January 5, 2008 Hey, why didn't you post it before! It's very good news, because of compatibility stuff and all - the more people are using (this or another unique way), the better. Link to comment
jastey Posted January 5, 2008 Share Posted January 5, 2008 I was trying to write a thread about my coding experience in German but it got stuck at post no 2 (after "correct triggers for dialogues" and "using GLOBAL or LOCALS?"). I am still planning on expanding, though. I am a big fan of tutorials that sum all those little things you learned by experience. There is nothing that wouldn't be worth writing down so new modders can learn from it. AND it's good to have a link to refer to if you find yourself explaining the same thing for the xth time. Link to comment
berelinde Posted January 5, 2008 Share Posted January 5, 2008 I've learned to use the variable set by an interjection as a check instead of setting another during the course of the interjection, and all my ICTs are BNPC1NPC2, so I guess I'm on the same wavelength. Unfortunately, my prefix contains a !, so I can't use my whole prefix, but just the B. Link to comment
cmorgan Posted January 5, 2008 Share Posted January 5, 2008 CamDawg has mentioned this several times on several threads, but I don't think anyone has created a tutorial that explains it, or pointed it out as a separate topic/suggestion - why not toss up a Jastey/Kulyok tutorial? It is pretty useful info, too, as there are problems when folks don't realize that I_C_T ~DNATE~ 10 chapter == A#ANNA IF ~InParty("A#Anna") Range("A#Anna",60)~ THEN ~Ha ha - I have just reset the chapter variable to 1, and messed up your game silently! Take that!!!~ END Link to comment
CamDawg Posted January 5, 2008 Share Posted January 5, 2008 Unfortunately, my prefix contains a !, so I can't use my whole prefix, but just the B. When I was still using C!, I found that most of the time this can be worked around simply by wrapping dialogue names in tildes. I.e. C!FOO would make WeiDU sad but ~C!FOO~ was fine. edit: Plus, IIRC bigg has made WeiDU a lot more friendly to exclamation points in recent releases. Link to comment
berelinde Posted January 5, 2008 Share Posted January 5, 2008 Yes, for dialogue files, scripts, even for 2da, etc, the tildes work nicely. Just not in state names. Link to comment
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