Difference between revisions of "Topics Tab"
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imported>Wrye (Fix glossary link. Formatting.) |
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The Topics Tab of the [[:Category:Quests|Quest window]] holds all the [[:Category:Dialogue|dialogue]] between | The Topics Tab of the [[:Category:Quests|Quest window]] holds all the [[:Category:Dialogue|dialogue]] between [[Glossary#N|NPC]]s and the player -- dialogue that is spoken by the NPC from within the in-game dialogue menu. | ||
You can create new dialogue topics as you need them (see [[:Category:Editing Dialogue|Editing Dialogue]]). There are some important default topics that are used on the Topics Tab: | You can create new dialogue topics as you need them (see [[:Category:Editing Dialogue|Editing Dialogue]]). There are some important default topics that are used on the Topics Tab: | ||
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* '''GREETING:''' This topic is used when the player enters dialogue with an NPC. | * '''GREETING:''' This topic is used when the player enters dialogue with an NPC. | ||
* '''GOODBYE''' (see [[Conversation Tab]]): This topic is stored on the Conversation Tab, NOT the Topics Tab, but it is used when the player exits the dialogue menu. | * '''GOODBYE''' (see [[Conversation Tab]]): This topic is stored on the Conversation Tab, NOT the Topics Tab, but it is used when the player exits the dialogue menu. | ||
'''Note:''' | '''Note:''' | ||
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[[Category:Quests]] | [[Category:Quests]] | ||
[[Category:Dialogue]] | [[Category:Dialogue]] | ||
[[Category:Editing Dialogue]] | [[Category:Editing Dialogue]] |
Latest revision as of 19:31, 5 June 2008
The Topics Tab of the Quest window holds all the dialogue between NPCs and the player -- dialogue that is spoken by the NPC from within the in-game dialogue menu.
You can create new dialogue topics as you need them (see Editing Dialogue). There are some important default topics that are used on the Topics Tab:
- GREETING: This topic is used when the player enters dialogue with an NPC.
- GOODBYE (see Conversation Tab): This topic is stored on the Conversation Tab, NOT the Topics Tab, but it is used when the player exits the dialogue menu.
Note:
- Some of the String Game Settings can be included in a Quest's Topics Response Details by using an ampersand (&) followed immediately by the String Game Setting followed immediately by a semicolon (;). Example: &sUActnActivate;