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adding interjection


jastey

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Hi everyone,

I know this should be avoided, but *if* I wanted to add an interjection for my NPC after a PC reply, what would be the correct way of doing this?

Say the original dialogue goes like this

 IF ~~ THEN 25
SAY ~Please help me bla bla.~
++ ~Yes, of course.~ + 26
++ ~No way.~ + 27
END

 

Now I want my NPC to get active if the PC chooses the second (rejecting) answer. I would code it like this:

  ADD_TRANS_TRIGGER DLGNAME 25 ~!IsValidForPartyDialog("myguy")~

to make sure the changes will be active if myguy has the opportunity to talk, and then

 EXTEND_BOTTOM DLGNAME 25
+ ~IsValidForPartyDialog("myguy")~ +  ~Yes, of course.~ + 26
+ ~IsValidForPartyDialog("myguy") Global("MyguyHelp","GLOBAL",0)~ ~No way.~ EXTERN MYGUY help
END

APPEND MYGUY
IF ~~ THEN BEGIN help
SAY ~Hey! Of course we'll help!~
IF ~~ THEN DO ~SetGlobal("MyguyHelp","GLOBAL",1)~ EXTERN DLGNAME 26
END
END

 

Is this correct and fair coded? Is the "Global("MyguyHelp","GLOBAL",0)" a good idea in this case?

Thanks!

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More or less. If you're coding the dialogue from scratch, though, there's no reason to avoid it, and no reason to do it in two pieces of code.

 

You'd just do

 

IF ~~ THEN 25

SAY ~Please help me bla bla.~

+ ~!IsValidForPartyDialog("myguy")~ + ~Yes, of course.~ + 26

+ ~IsValidForPartyDialog("myguy")~ + ~Yes, of course.~ EXTERN myguy state

 

(and you'd avoid using actual counting numbers as your state numbers.)

 

It's generally done very sparingly with Bioware DLGs because the trouble is that it's next to impossible to preserve multiple mod changes. Better to interject after the reaction line.

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