Domi Posted March 13, 2005 Share Posted March 13, 2005 Uhm, I am not sure how Lilarcor works, but I assumed it used a dlg file. I found a strref for one of his lines and made a search via NI, which turned out no refreences to the string in the dlg file. So... could anyone tell how it works? Thank you Link to comment
Rastor Posted March 13, 2005 Share Posted March 13, 2005 Item dialogues are set by the ITEMDIAL.2DA file. The format is as such: Itemname LABEL File The first colum is the item reference (Lilarcor) Label is the reference to dialog.tlk that tells what is displayed on the button on the item screen. 5689 is conversible. FILE is the dialog file that is started when you click on the Conversible button. If you were wondering how the strings and lines appeared over the wielder's head, that uses a DisplayStringHead command in baldur.bcs that displays a random line on a timer. Link to comment
jcompton Posted March 13, 2005 Share Posted March 13, 2005 If you're at all curious, I did not use this DLG for the Lilarcor banters in Banter Pack. Instead, I create a new invisible CRE with a specially-assigned DLG so that someone is "standing there" to have the conversation. Link to comment
Domi Posted March 13, 2005 Author Share Posted March 13, 2005 My ambitions do not run so far yet, JC, but thank you for the tip! Link to comment
Smoketest Posted March 23, 2005 Share Posted March 23, 2005 This was all covered in a tutorial posted in the Tutorials forum. Link to comment
Avenger Posted March 23, 2005 Share Posted March 23, 2005 Just a technical question, who is the target with item dialogs? Ie: who gets an increase of talkcount. I suspect the pc is 'talking to himself' ... Link to comment
Smoketest Posted March 27, 2005 Share Posted March 27, 2005 The game displays the portrait of the character 'talking' to Lilarcor, but does not update their "talked to" count. I suspect this is because they are not talking to someone using a script action. Perhaps the engine is creating a virtual character for the purpose of dialog. I doubt the engine would update a "talked to" count in this case, but even if it did, such a value would be thrown away at the end of the dialog session. Also, dialog doesn't begin immediately after you press the Converse button; you must first exit to the main view window and then the dialog will begin. Link to comment
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