Difference between revisions of "A beginner's guide, lesson 6 - Quest Dialogue"
A beginner's guide, lesson 6 - Quest Dialogue (edit)
Revision as of 04:39, 28 July 2010
, 04:39, 28 July 2010→Topics: Editing English
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==Topics== | ==Topics== | ||
Let's add some content. | |||
Let's add some. | |||
Select the [[Topics Tab]] | Select the [[Topics Tab]] from the Quest pop up. DO NOT use filtered dialogue to add topics: this can lead to mod confliction issues. | ||
Again this is blank to begin with. We will add a topic which will be used at the start of the quest. | Again, this is blank to begin with. We will add a topic which will be used at the start of the quest. | ||
In the topic column to left hand side of the tab, right click | In the topic column to left hand side of the tab, right-click and select Add Topic. | ||
A pop-up appears listing all available topics for all the quests in the game. Again we use right click and | A pop-up appears listing all available topics for all of the quests in the game. Again we use right-click and New to get another pop-up. We need to add a one word unique topic descriptor. | ||
You should add a topic called BGMMessage4u. ''(In the TutPlayTest file, the topic was accidentally named message4u - you should continue using the quest prefix.)'' | |||
If you look at the top this also appears at the top of the screen, in the 'Topic Text' box. This is the topic as it will appear in the dialogue menu when you activate a suitable NPC. Try to keep these fairly short, as they will otherwise take up too much space in the topic selection menu. Let's change this to something like "Message for you." | |||
The | Great! We have a topic, now we need a response. The idea here is to create an exchange where when we click on the topic "Message for you" we get a response that lets us know that an NPC - who I named Vilanus Villa - is looking for us. Of course the name is entirely up to you. Just change any reference I make to "Vilanus Villa" to suit your characters. | ||
Right-click in the response section (underneath the ''Topic Text'' filed), and select new. A new pop-up interface appears. Ignore the bottom part for now. In the upper section type: | |||
I hear a Lawyer named Vilanus Villa is looking for you. | |||
I hear a Lawyer | |||
Hit Ok to save. | Hit Ok to save. | ||
So we now have a topic and a response | So we now have a topic and a response. However, if you tested this mod you would not see this topic on any NPC at all. Why? | ||
There are an awful lot of topics in the game list. If the game added every topic to every character the scrolling list of topics would be ridiculously long. So the game works like this. It only adds | There are an awful lot of topics in the game list. If the game added every topic to every character the scrolling list of topics would be ridiculously long. So the game works like this. It only adds topics which: | ||
A) Have a valid response (one whose conditions are met) | A) Have a valid response (one whose conditions are met) | ||
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And | And | ||
B) Your character | B) Your character knows about | ||
Players can learn new topics in all sorts of ways. They may, as in the walkthrough quest in lessons 4-5, pick one up from an overheard conversation. They may talk to NPCs and pick up topics that way. They may witness events that add topics. Or, as in the case of this mod, we teach them the topic by doing a bit of scripting. | |||
So are you ready to write a script | So are you ready to write a script? | ||
==Our First Script== | ==Our First Script== |