Difference between revisions of "A beginner's guide, lesson 6 - Quest Dialogue"

→‎Topics: Editing English
imported>Pyrocow2
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imported>Pyrocow2
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==Topics==
==Topics==


Remember we have set this quest up as start enabled, but it has no content.
Let's add some content.
Let's add some.  


Select the [[Topics Tab]], from the Quest pop up. DO NOT use filtered dialogue to add topics. This can lead to mod confliction issues.
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 again and select add topic.  
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 again we use new to get another pop-up. We need to add a one word unique topic descriptor.  
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.  


''( I will admit that I made a mistake here. It is good practice to use a set of common letters as a prefix for all mod items. I should have added a topic called BGMMessage4u, but I forgot the prefix. It's not a disastrous mistake, but it does mean this mod might have a few conflict issues with other mods that add a topic called message4u as well. Sorry about that. Also while I‘m apologising, ignore the deleted empty info)
You should add a topic called BGMMessage4u. ''(In the TutPlayTest file, the topic was accidentally named message4u - you should continue using the quest prefix.)''


You should add a topic called BGMMessage4u, to show how much better at this thing you are than me.
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 Topic BGMMessage4u has now been added.  
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.


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.  
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:


Great! We have a topic, now we need a response or info. The idea here is to create an exchange where when we click on the topic MESSAGE FOR YOU we get a response that let's us know that an NPC who I have 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.
I hear a Lawyer named Vilanus Villa is looking for you.
 
To add a response it is the same procedure. Right click in the info section, select new. A new pop-up interface appears. Ignore the bottom for now. In the upper section type
 
I hear a Lawyer called Vilanus Villa is looking for you.


Hit Ok to save.
Hit Ok to save.


So we now have a topic and a response info. However, if you tested this mod you would not see this topic on any NPC at all. Why?  
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 topic which  
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 has learned about that topic.
B) Your character knows about


Characters can learn topics in all sorts of ways. They may as in the walkthrough quest in lessons 4-5 hear a 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.
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==
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