Bardess Posted March 23, 2008 Share Posted March 23, 2008 Hi... Here is what I'm trying to make. I would like another NPC's talk to trigger a talk from my mod NPC, like an interjection, only with PC choices that follow. This is supposed to happen after the last line that other NPC has to say. How to best solve this? Is there a clean command for it? If this reference is of any use, the talk should continue after state 4 of the dialogue file SHANK. Edit: Ooops. I dug up something and this seems to succeed compiling. EXTEND_BOTTOM SHANK 4 IF ~~ THEN EXTERN Z_FIARSJ bubbles00 END CHAIN Z_FIARSJ bubbles00 ~Blah.~ EXIT I hope that's it, then o.o Link to comment
berelinde Posted March 24, 2008 Share Posted March 24, 2008 Just make sure you test it out, so poor Bubbles and Shank don't wind up standing around and not leaving. Link to comment
jastey Posted March 24, 2008 Share Posted March 24, 2008 It may be that INTERJECT is what you are looking for. It basically does what EXTEND_BOTTOM EXTERN NPC dialogue state does. The syntax is quite similar to I_C_T, only that after the END, the new transitions follow. INTERJECT SHANK 4 PrefixInterjectionName //this is a global variable == Z_FIARSJ IF ~InParty("Z_FIARS") InMyArea("Z_FIARS") !StateCheck("Z_FIARS",CD_STATE_NOTVALID)~ THEN ~Blah.~ END ++ ~What?~ EXTERN Z_FIARSJ state_1 ++ ~Yeah.~ EXTERN Z_FIARSJ state_2 Instead of the PC replies, it could also lead to another dialogue state: END SHANK newstate I don't know what you are planning, but if it is possible to close the loop with a COPY_TRANS would mean best compatibility with other mods, as no original content gets lost by the interjection. Link to comment
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