Post-Introduction Dialogue

Discussion in 'Module Discussion' started by Unknown??, Dec 3, 2007.

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  1. Unknown??

    Unknown?? New Member

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    I have a little dialogue here:
    Code:
    {0}{}{}{}{}{}{}
    {1}{Yes, what is it?}{Yes, what is it?}{}{}{}{}
    {2}{Heard anything interesting?}{}{1}{}{4}{}
    {3}{Goodbye.}{}{1}{}{}{}
    {4}{Nothing to talk about 'round here. Sorry.}{}{}{}{}{re-1 }
    It works fine; but I'd like the villager to get consistently more annoyed with the player, everytime he talks to him. I'd like to have the npc say the second time: Stop talking to me or go away. Randomly generated response with a certain selection of dialogue:

    On second response, pick one of four dialogues; go away, stop talking, stop annoying me, or go die.

    How could I achieve this little effect?

    Edit: I'm using Zammy's dialogue editor... if you could explain in those terms.

    Edit 2: Wow, wrong section. Sorry about that.
     
  2. Spiffy

    Spiffy Member

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    I totally agree with Hurrikane. Awesome idea! :)
     
  3. rroyo

    rroyo Active Member

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    I'm playing around with the dialog. Although I still don't know how to make a random comment like you're looking for there is a way to script a steadily terse greeting from the NPC.
    At the end of line 11, the re -10 subtracts another 10 points from the NPC's reaction. The {G:} generates a greeting based on a number of test including race, alignment, and beauty. The {me 0} and {me 1} is "met before".

    {0}{}{}{}{}{}{}
    {1}{G:}{G:}{}{}{}{}
    {2}{Heard anything interesting?}{}{1}{me 0}{5}{}
    {3}{Heard anything interesting?}{}{1}{me 1}{11}{}
    {4}{Goodbye.}{}{1}{}{0}{}
    {5}{Nothing to talk about 'round here. Sorry}{Nothing to talk about 'round here. Sorry}{}{}{4}{re -1}*This is a wrap from line 5. Not a misplaced number!*
    {6}{}{}{}{}{}{}
    {10}{Goodbye.}{}{1}{}{0}{}
    {11}{Go away!}{Go away!}{}{}{10}{re -10}

    I hope this helps.
     
  4. jfkoski

    jfkoski New Member

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    There was some kind of character, late in the game (Caladon?), who if you kept visiting him his reaction kept going up or down, I forget which.

    I tried something like this and when his reaction got to 0 he attacked me.

    Also, I believe you can use reaction in the test line (3rd from right) for dialog options:
    {12}{Please Sir!}{}{1}{re41}{}{fl 15}
    {13}{Please Sir!}{}{1}{re21,re-40}{}{fl 20}
    {14}{Please Sir!}{}{1}{re-20}{}{fl 25}
    {15}{I'm afraid I don't have time for idle chitchat}{I'm afraid I don't have time for idle chitchat}{}{}{}{}
    {20}{You're really annoying}{You're really annoying}{}{}{}{}
    {25}{Keep bothering me and I'll kick your ass}{Keep bothering me and I'll take you over my knee, lady}{}{}{}{}
     
  5. rroyo

    rroyo Active Member

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    Have you tested this? It looks like the two reaction listings might cause a conflict.

    Here's how it reads in the dialog editor:
    1) NPC's reaction to PC >=21 (greater than or equal to)
    2) NPC's reaction to PC <=40 (less than or equal to) *

    *For anyone who's forgotten what the darts mean.
     
  6. jfkoski

    jfkoski New Member

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    Yeah, I've seen it around. The comma works as an AND. As long as the two test codes aren't contradictory they should work.
    {}{}{}{}{gf2000 1, gf2000 0}{}{} <-I have seen something like this! It won't work.
    {}{}{}{}{re-20, re 80}{}{} <-This won't work because it tests for lessthan= 20 AND greaterthan=80.
    What you asked about is possible because a reaction of say 30 is less than 40 AND greater than 21

    PS: The different reaction levels start at 1, 21, 41, 61, 81, 101.
     
  7. rroyo

    rroyo Active Member

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