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#1 Ymyt

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Posted 03 July 2004 - 12:28 AM

Can you write as .D a simple dialogue for me?

Edwin: Hello.
Jaheira: Mello.
Edwin: Bollo.
Charname: 1)Jullo.
2)Bungo.
Jaheira: Zollu.
END

IF ~InParty("Jaheira")
InParty(PLAYER1)
InParty(Myself)
!CheckState("Jaheira",STATE_SLEEPING)
!CheckState(PLAYER1,STATE_SLEEPING)
IsValidForPartyDialog(PLAYER1)
IsValidForPartyDialog("Jaheira")~ THEN BEGIN Dialog99
SAY ~Hello.~
CHAIN......

Please cut the unnecessary triggers and complete the chain. I'm asking this because I don't know how could Charname enter a chain.

Thanks.
~Ymyt

#2 Seifer

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Posted 03 July 2004 - 04:20 AM

Taken from the Weidu readme:-

CHAIN
  IF ~Global("KelseyImoenPizza","LOCALS",0)
      InParty("Imoen2")
      See("Imoen2")
      !StateCheck("Imoen2",STATE_SLEEPING)~ THEN BJKLSY pizzachain
  ~Imoen, what do you like on your pizza?~
DO ~SetGlobal("KelseyImoenPizza","LOCALS",1)~
  == IMOEN2J
  ~Oregano.~
  =
  ~Oh, and maybe with a little basil mixed in.~
  == BJKLSY
  ~Well, yeah, but anything else?~
  == IMOEN2J
  ~Sauce is good.~
  == BJKLSY
  ~(laughs) You're not being very helpful, Imoen.~
  == IMOEN2J
  ~Crust. I like crust on my pizza. Cooked crust is better.~
  == BJKLSY
  ~Do you want me to make you this pizza or not?~
  =
  ~It WAS your idea.~
  == IMOEN2J
  ~I can't decide. Never mind, I'm just gonna have yogurt.~
  == BJKLSY
  ~(sigh)~
EXIT


how come you always look so damn cool in every photo I see you in?!?


Speaking of modding, I listened to IER 3 yesterday, so you can have another quote for your signature: how come you sound so damn cool, as well as look it? It's unfair. Seriously.


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#3 Ymyt

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Posted 03 July 2004 - 05:17 AM

Thanks for paying attention Seifer, but I wanted to learn how could I insert <CHARNAME>'s dialog options in an ongoing chain.
I took a look at the WeiDU readme sometime ago, and that example you copy/pasted drew my attention. But I couldn't find an example on what I said...

#4 Rastor

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Posted 03 July 2004 - 12:26 PM

CHAIN
  IF ~Global("KelseyImoenPizza","LOCALS",0)
      InParty("Imoen2")
      See("Imoen2")
      !StateCheck("Imoen2",STATE_SLEEPING)~ THEN BJKLSY pizzachain
  ~Imoen, what do you like on your pizza?~
DO ~SetGlobal("KelseyImoenPizza","LOCALS",1)~
  == IMOEN2J
  ~Oregano.~
  =
  ~Oh, and maybe with a little basil mixed in.~
  == BJKLSY
  ~Well, yeah, but anything else?~
  == IMOEN2J
  ~Sauce is good.~
  == BJKLSY
  ~(laughs) You're not being very helpful, Imoen.~
  == IMOEN2J
  ~Crust. I like crust on my pizza. Cooked crust is better.~
  == BJKLSY
  ~Do you want me to make you this pizza or not?~
  =
  ~It WAS your idea.~
  == IMOEN2J
  ~I can't decide. Never mind, I'm just gonna have yogurt.~
  == BJKLSY
  ~(sigh)~
END
+~Conditions for player to be able to choose this.~+~Player Reply~+Transition

You can use any number of player replys after the + if you use them in the format that I specified. Also, if you are EXTERNING, then use EXTERN in place of the last +. You can also use a DO ~Action~ after the reply but before the transition (before the +).
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#5 Ymyt

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Posted 04 July 2004 - 02:37 AM

CHAIN
  IF ~Global("KelseyImoenPizza","LOCALS",0)
      InParty("Imoen2")
      See("Imoen2")
      !StateCheck("Imoen2",STATE_SLEEPING)~ THEN BJKLSY pizzachain
  ~Imoen, what do you like on your pizza?~
DO ~SetGlobal("KelseyImoenPizza","LOCALS",1)~
  == IMOEN2J
  ~Oregano.~
  =
  ~Oh, and maybe with a little basil mixed in.~
  == BJKLSY
  ~Well, yeah, but anything else?~
  == IMOEN2J
  ~Sauce is good.~
  == BJKLSY
  ~(laughs) You're not being very helpful, Imoen.~
  == IMOEN2J
  ~Crust. I like crust on my pizza. Cooked crust is better.~
  == BJKLSY
  ~Do you want me to make you this pizza or not?~
  =
  ~It WAS your idea.~
  == IMOEN2J
  ~I can't decide. Never mind, I'm just gonna have yogurt.~
  == BJKLSY
  ~(sigh)~
END
+~Global("Something","LOCALS",9)~+~What?~+GOTO Somewhere
+~Global("Something","LOCALS",10)~+~Hmm...~+GOTO SomewhereElse

Like this?

#6 Ymyt

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Posted 04 July 2004 - 10:37 AM

Let's say that I want the chain to continue on, but I want different results for the two dialog options. So should I use GOTO? Like this?

== bjklsy
~(sigh)~
END
+~Global("Something","LOCALS",9)~+~What?~+GOTO Somewhere
+~Global("Something","LOCALS",10)~+~Hmm...~+GOTO SomewhereElse

IF ~~ THEN BEGIN Somewhere
CHAIN
IF ~Trigger1()
      Trigger2()~ THEN BJKLSY PizzaChain
~Don't interrupt our conversation, <CHARNAME>!~
=
~Now, Imoen, write me a full list of ingredients of the pizza you like. Now!~
== IMOEN2J
~O-Okay, K-K-Kelsey.~
END
...............


#7 Rastor

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Posted 04 July 2004 - 12:10 PM

No. Use + or GOTO, not both.

Also, your bottom CHAIN has two names.

== bjklsy
~(sigh)~
END
+~Global("Something","LOCALS",9)~+~What?~+GOTO Somewhere
+~Global("Something","LOCALS",10)~+~Hmm...~+GOTO SomewhereElse

CHAIN
IF ~Trigger1()
     Trigger2()~ THEN BJKLSY Somewhere
~Don't interrupt our conversation, <CHARNAME>!~
=
~Now, Imoen, write me a full list of ingredients of the pizza you like. Now!~
== IMOEN2J
~O-Okay, K-K-Kelsey.~
END
...............

Edited by Rastor, 04 July 2004 - 12:12 PM.

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#8 Kismet

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Posted 04 July 2004 - 12:27 PM

Let's say that I want the chain to continue on, but I want different results for the two dialog options. So should I use GOTO? Like this?

== bjklsy
~(sigh)~
END
+~Global("Something","LOCALS",9)~+~What?~+GOTO Somewhere
+~Global("Something","LOCALS",10)~+~Hmm...~+GOTO SomewhereElse

IF ~~ THEN BEGIN Somewhere
CHAIN
IF ~Trigger1()
      Trigger2()~ THEN BJKLSY PizzaChain
~Don't interrupt our conversation, <CHARNAME>!~
=
~Now, Imoen, write me a full list of ingredients of the pizza you like. Now!~
== IMOEN2J
~O-Okay, K-K-Kelsey.~
END
...............

If you're going to continue with a NPC/NPC dialog, then just use CHAIN.

CHAIN
IF ~Trigger1()
Trigger2()~ THEN BJKLSY Somewhere
~Don't interrupt our conversation, <CHARNAME>!~
=
~Now, Imoen, write me a full list of ingredients of the pizza you like. Now!~
== IMOEN2J
~O-Okay, K-K-Kelsey.~
EXIT

#9 Ymyt

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Posted 05 July 2004 - 03:44 AM

Okay, thanks a lot. (Now I learned another thing!)