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reset_dialog_preset_options


Kelandon

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Anyone ever wondered what reset_dialog_preset_options actually does? Well, I tested it out, and here are the results. The call is equivalent to various other combinations of dialog calls. (I added returns in various places within the dialog strings in order to prevent board stretching.)

 

reset_dialog_preset_options(0); is the same as

Code:
reset_dialog(); 
reset_dialog_preset_options(1); is the same as

Code:
reset_dialog();add_dialog_str(0,"There is an item here. Do you take it?",0);add_dialog_choice(0,"Leave it.");add_dialog_choice(1,"Take it."); 
reset_dialog_preset_options(2); is the same as

Code:
reset_dialog();add_dialog_str(0,"You find a stoud wooden lever, emerging from a slot in the floor. It is set all the way to one side.",0);add_dialog_choice(0,"Leave it alone.");add_dialog_choice(1,"Pull the lever."); 
reset_dialog_preset_options(3); is the same as

Code:
reset_dialog();add_dialog_str(0,"You find a portal, a magical door made of pure energy. Wizards often create them to speed up transportation from one place to another. They're safe. Usually.",0);add_dialog_choice(0,"Back away.";add_dialog_choice(1,"Step into the portal."); 
reset_dialog_preset_options(4); is the same as

Code:
reset_dialog();add_dialog_str(0,"There is a large button here. It's a carefully carved disk of stone, which will sink into the stone when pressed. Do you?",0);add_dialog_choice(0,"Leave it alone.";add_dialog_choice(1,"Push the button."); 
reset_dialog_preset_options(5); is the same as

Code:
reset_dialog();add_dialog_str(0,"There are some stairs here.",0);add_dialog_choice(0,"Leave.";add_dialog_choice(1,"Climb the stairs."); 
reset_dialog_preset_options(6); is the same as

Code:
reset_dialog();add_dialog_str(0,"There are several unusual leather scrolls on these shelves. You examine them briefly. They're covered with unusual writing.",0);add_dialog_choice(0,"Leave the scrolls alone.";add_dialog_choice(1,"Try to read them."); 
reset_dialog_preset_options(7); is the same as

Code:
reset_dialog();add_dialog_str(0,"There is a thick book on this pedestal. The thick papyrus pages are covered with dense, strange writing.",0);add_dialog_choice(0,"Leave the book alone.";add_dialog_choice(1,"Try to read it."); 
reset_dialog_preset_options(8); is the same as

Code:
reset_dialog();add_dialog_str(0,"There is a large, wooden wheel here, with a long length of iron chain wrapped around it several times. The chain then goes from the wheel into a hole in the ground.",0);add_dialog_choice(0,"Leave.";add_dialog_choice(1,"Try to turn the wheel."); 
reset_dialog_preset_options(9); is the same as

Code:
reset_dialog();add_dialog_str(0,"You open up the trapdoor and find a shaft underneath it. There is a ladder underneath it. You can descend if you want.",0);add_dialog_choice(0,"Leave.";add_dialog_choice(1,"Climb down."); 
reset_dialog_preset_options(10); is the same as

Code:
reset_dialog();add_dialog_str(0,"You think that you have found a trap. You can try to disarm it though, if you fail, you may set it off.",0);add_dialog_choice(0,"Leave.";add_dialog_choice(1,"Disarm the trap."); 
Anything higher than 10 is the same as 0, which is the same as reset_dialog by itself.

 

I have no idea if anyone will find this useful, but I just thought I'd post it because someone might.

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