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Chatting with non-joinable NPCs


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#1 Broken Phoenix

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Posted 22 August 2003 - 08:06 AM

New to Weidu as I am, I have encountered the problem of how to change already existing dlg files from non-joinable NPCs to have them chatting to a custom NPC given a specific trigger (they meet).

Say, for instance, the custom guy wants to have a little talk with Saemon Havarian as soon as they meet in the Docks to set sail to Brynnlaw. Can someone tell me how to do that? :unsure:

#2 -Sim-

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Posted 22 August 2003 - 08:16 AM

INTERJECT and INTERJECT_COPY_TRANS are what you need to look at. I suggest examining the tutorials on them in the WeiDU readme:

http://www.weidu.org...iDU.html#htoc11

#3 Broken Phoenix

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Posted 23 August 2003 - 05:42 AM

Yep, thanks... while I'm the one who in the Art of programming is quite a few trees short of a forest, the ones who have mastered it tend to put too many trees in my way :rolleyes:
No offense, of course :)

#4 Broken Phoenix

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Posted 25 August 2003 - 01:25 AM

Hmmm... could I even use INTERJECT to have other, non-custom party members comment on my custom NPC joining?
i.e. instead of EXTERN, put the INTERJECT or INTERJECT_COPY_TRANS command in the custom NPC's file to have, for instance, Yoshimo and Anomen warn good old <CHARNAME> to be careful?

#5 Grim Squeaker

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Posted 25 August 2003 - 01:29 AM

Hmmm... could I even use INTERJECT to have other, non-custom party members comment on my custom NPC joining?
i.e. instead of EXTERN, put the INTERJECT or INTERJECT_COPY_TRANS command in the custom NPC's file to have, for instance, Yoshimo and Anomen warn good old <CHARNAME> to be careful?

Well you could but I think it easier to have a CHAIN in the Custom PC's joining dialogue with ~IsValidForPartyDialog("Name")~ in it.
e.g.

CHAIN GSQUEAK RandomRanting
~Will you take me in your party?~
== AERIEJ IF ~IsValidForPartyDialog("Aerie")~ THEN ~Look at him! He looks so cute with his cloak and his little scythe. Oh we have to take him with us! Can we <CHARNAME>, please?~
== VICONIJ IF ~IsValidForPartyDialog("Viconia")~ THEN ~There is something strangely attractvive about this creature...~
== GSQUEAK IF ~IsValidForPartyDialog("Viconia")~ THEN ~*Wink* I'm in there...~
END
++ ~Yeah why not. Lets take the bloody skeletal rodent...~ GOTO GrimSqueakerJoinsPartyEveryoneRejoicesViccyGivesHimAKiss
++ ~Piss off ratboy!~ GOTO CharnameLosesMember
"You alone can make my song take flight..."

#6 Broken Phoenix

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Posted 25 August 2003 - 01:59 AM

LOL, thanks... and so very eloquent :rolleyes:

I've never seen the ++ thingies used in a chain before though... not in the README/tutorial anyway...

#7 Andyr

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Posted 25 August 2003 - 02:59 AM

I don't use them but have been informed they are shorthand for IF ~~ THEN REPLY.

I think you can also use + conditions + ~text~

for IF ~ conditions ~ THEN REPLY ~text~
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#8 Rastor

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Posted 25 August 2003 - 03:49 AM

CHAIN
END
+Conditions+PCReply+Wherever to goto

Change the final + to EXTERN if you need to move to a different file. If there are no conditions, then ++.
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#9 Grim Squeaker

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Posted 26 August 2003 - 07:28 AM

Using ++ does make typing out long dialogues a lot easier (and quicker) so I would recommend using it.
"You alone can make my song take flight..."