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.
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.
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}{}{}{}{}
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.
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.