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Some questions from a noobie


Saradas

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I have a question regarding a chain dialog between my npc and Edwin. At some point, I want my npc to ask charname's opinion about the discussion.

The problem is, when you select the answer of your choice, Edwin's name will be displayed in the text box, not charname's.

 

 


CHAIN
IF ~InParty("!sartob")
InParty("Edwin")
!ActuallyInCombat()
IsValidForPartyDialog("Edwin")
IsValidForPartyDialog("!sartob")
RealGlobalTimerExpired("nameoftimer","GLOBAL")
Global("nameofglobal","GLOBAL",6)~
THEN Sarad25J NameOfChain
~BlaBlaBla~ DO ~SetGlobal("nameofglobal","GLOBAL",7)~
== EDWIN25J ~BlaBlaBla~
== Sarad25j ~BlaBlaBla~
== EDWIN25J ~BlaBlaBla~
== Sarad25j ~BlaBlaBla~
== EDWIN25J ~BlaBlaBla~
== Sarad25j ~BlaBlaBla~
= ~BlaBlaBla~
== EDWIN25J ~BlaBlaBla~
== Sarad25j ~BlaBlaBla~
= ~BlaBlaBla~
= ~BlaBlaBla. What do you think, <CHARNAME>?~
END

++ ~Option1~ + SomeDialog1
++ ~Option2~ + SomeDialog2
+~InParty("Viconia")~+ ~Option3~ + SomeDialog3
+~!InParty("Viconia")~+ ~Option4~ + SomeDialog4


CHAIN
IF ~~ THEN Sarad25J SomeDialog1
~BlaBlaBla~
== EDWIN25J ~BlaBlaBla~
EXIT

CHAIN
IF ~~ THEN Sarad25J SomeDialog2
~BlaBlaBla~
EXIT

CHAIN
IF ~~ THEN Sarad25J SomeDialog3
~BlaBlaBla~
== EDWIN25J ~BlaBlaBla~
== VICON25J ~BlaBlaBla~
EXIT

CHAIN
IF ~~ THEN Sarad25J SomeDialog4
~BlaBlaBla~
== EDWIN25J ~BlaBlaBla~
EXIT

 

any idea about my error?

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Hm, if it would be triggered by script, I would suggest replacing the "StratDialogNoSet/Interact("Edwin")" with "StratDialogNoSet/ Interact(Player1)" instead, to make the "active dialogue partner" Player1. But like this, I fear it's something hard-coded. I never noticed it while playing, though. I guess I just assume that all reply options are for <CHARNAME> - and never read the dialogue in the textbox after it happened.

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Then I have to ask: Is this the dialogue state header for a triggered talk? Because then I would give you the advice to move all triggers except the trigger variable into the script block, or you might encounter stutter bugs.

 

Meaning: remove these from the dialogue state trigger:

~InParty("!sartob") InParty("Edwin") !ActuallyInCombat() IsValidForPartyDialog("Edwin") IsValidForPartyDialog("!sartob") RealGlobalTimerExpired("nameoftimer","GLOBAL")~

 

All these should only be in the script to activate the dialogue.

 

Just leave only this in the dialogue state trigger:

CHAIN

IF ~Global("nameofglobal","GLOBAL",6)~

THEN Sarad25J NameOfChain

~BlaBlaBla~ DO ~SetGlobal("nameofglobal","GLOBAL",7)~

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