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what is the player dialogue file in ToB?


vanatos

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good question, which leads me to another question.

 

Is it possible for an npc dialogue file to extern to the player1 dialogue file? it seems that this doesn't work (i've tried).

 

Basically how would i code an npc talking, to switch to the PC talking.

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Basically how would i code an npc talking, to switch to the PC talking.

Well, basically you just give one reply option and continue from there with CHAIN that was already triggered by an earlier CHAIN, basically the code should go like this:

CHAIN
IF ~~ THEN <dialog user> <reply phase>
~<npc's line>~
DO ~SetGlobal("dialogs trigger global","GLOBAL",x)~
++ ~PC's first reply~
= ~PC's second reply~
= ~And so on... until~ EXIT
END
PS, I am not exactly entirely sure that this compiles, it's from a file of mine... but if it doesn't compile, I am sure someone else will be able to show us why it won't if you ask.
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Hi jarno, thanks for your reply.

 

What i was actually asking is how to properly extern an npc dialogue into the player (not a player reply choices as you've outlined).

 

But don't worry i've figured it out, i merely take care inc alling SetDialog(Player1,"Player1").

 

But this exposes another question that i hope someone can answer, out of curiosity.

 

How come though i can see the Player1.Cre file has the Player1.dlg dialogue assigned to it, its not necessarily true that

it is assigned to your PC, sometimes it is not and you have to re-assign it.

 

This seems like a curious quirk.

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