Chittering Clawbug Pyrulen Posted March 11, 2006 Share Posted March 11, 2006 This post is not so much centred on problems with dialogue itself, but on how to create several different dialogues in the same town for multiple characters. I have already given all talking npcs their own personality and used personality = x; on each dialogue node, so then why does it start with node 1 for every character, even their personality number does not correspond? EDIT: Never mind, I just forgot to assign the node numbers to the memory cells. Moderators, delete this topic at will. Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted March 11, 2006 Share Posted March 11, 2006 Just so you know, the "personality" field doesn't actually seem to do anything at all. As near as we can tell, it only exists to help the designer keep track of who each dialogue node belongs to. Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Dintiradan Posted March 11, 2006 Share Posted March 11, 2006 By Thuryl: Quote: Just so you know, the "personality" field doesn't actually seem to do anything at all. As near as we can tell, it only exists to help the designer keep track of who each dialogue node belongs to. Hmmm... this got me thinking. I haven't looked into it, but maybe you could use it to make everyone in a certain range of personalities become hostile, or some other effect. All you would need is some call to check personalities, if one exists. -------------------- I'm not as think as you drunk I am, occifer. Link to comment Share on other sites More sharing options...
Easygoing Eyebeast *i Posted March 11, 2006 Share Posted March 11, 2006 I believe the personality field is used with things like the INTRO text, but not a lot else. Link to comment Share on other sites More sharing options...
Magnificent Ornk Dikiyoba Posted March 11, 2006 Share Posted March 11, 2006 That's the only thing the BoA documentation says it does. Dikiyoba. Link to comment Share on other sites More sharing options...
Chittering Clawbug Pyrulen Posted March 12, 2006 Author Share Posted March 12, 2006 Quote: maybe you could use it to make everyone in a certain range of personalities become hostile Probably possible only by manually changing individual creatures in a list. Then again, you might be able to do something with SDFs for each character on this. Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Thralni Posted March 12, 2006 Share Posted March 12, 2006 There was a call, though I can't remember what it was, in which the personality was necesary. It had nothing to do with dialogue, though. When I'll have time I'll search for it. Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted March 12, 2006 Share Posted March 12, 2006 Well, current_personality involves the personality, obviously. But if that's not the one you mean, then perhaps you are thinking of the character ID, not the personality. That plays into a few calls. Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Thralni Posted March 12, 2006 Share Posted March 12, 2006 Yes, that was the one. What is the character ID for actually. I can't remember using it even once. Although I can look it up myself, actually. Link to comment Share on other sites More sharing options...
Chittering Clawbug Pyrulen Posted March 12, 2006 Author Share Posted March 12, 2006 This has been lifted straight from the appendices: Quote: When a character is added to the party, its character ID remains unchanged. The calls character_in_party and remove_char_from_party will refer to this character ID. And there we have it. Link to comment Share on other sites More sharing options...
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