Difference between revisions of "Dialogue Tutorial"
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typos and clarification
imported>Elessar VPR (Added pics and a few subheadings) |
imported>Elessar VPR (typos and clarification) |
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*The '''Function Parameters''' box is used to specify specific reference for various conditions but isn't needed here. | *The '''Function Parameters''' box is used to specify specific reference for various conditions but isn't needed here. | ||
*The '''comparison box''' is your basic mathematical operators: equals, doesn't equal, greater than etc. | *The '''comparison box''' is your basic mathematical operators: equals, doesn't equal, greater than etc. (See point [[Dialogue_Tutorial#Condition_Comparisons|7.2]] for table). For our ''GetIsPlayableRace'' condition, ensure it's set it to ==, so that our NPC can say the line. | ||
*The '''value''' in most cases is binary 1 for yes and 0 for no, but for things like GetGold you would use the amount of gold you want to compare. Just use your common sense to determine whether it's a binary condition or not. | *The '''value''' in most cases is binary 1 for yes and 0 for no, but for things like GetGold you would use the amount of gold you want to compare. Just use your common sense to determine whether it's a binary condition or not. In the case of our ''GetIsPlayableRace'' condition, make sure it's set it to 1, so that our NPC can say the line. | ||
*The '''OR checkbox''' allows you to check between to conditions to see if either is satisfied, else the game will use AND to check that all conditions apply ('''''Note:''' The game analyses OR comparisons first, before AND, so be careful in setting up conditions to do what you want)''. | *The '''OR checkbox''' allows you to check between to conditions to see if either is satisfied, else the game will use AND to check that all conditions apply ('''''Note:''' The game analyses OR comparisons first, before AND, so be careful in setting up conditions to do what you want)''. | ||
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*The '''Get Global checkbox''' is for comparing against [[List_of_global_variables|global values]]. | *The '''Get Global checkbox''' is for comparing against [[List_of_global_variables|global values]]. | ||
*The '''Run on target checkbox''' forces the condition to run on the character that activated the NPC (usually the player) instead of the NPC itself. This is | *The '''Run on target checkbox''' forces the condition to run on the character that activated the NPC (usually the player) instead of the NPC itself. This is useful for checking to see if a player has got a certain item before saying a relevant line. | ||
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Now we have a line of greeting! Unfortunately as it is now, everyone in Tamriel will say this greeting, so we turn again to those conditions. You'll notice the bottom third of the Topics Tab is very similar to the conditions bit we looked at earlier. Make sure the line is selected then create a new condition. This time we are looking for the ''GetIsID'' condition (remember the ''GetIsPlayableRace'' condition is already being applied to every line we add in this quest). For the 'function parameter' of the ''GetIsID'' condition click the button (will be | Now we have a line of greeting! Unfortunately as it is now, everyone in Tamriel will say this greeting, so we turn again to those conditions. You'll notice the bottom third of the Topics Tab is very similar to the conditions bit we looked at earlier. Make sure the line is selected then create a new condition. This time we are looking for the ''GetIsID'' condition (remember the ''GetIsPlayableRace'' condition is already being applied to every line we add in this quest). For the 'function parameter' of the ''GetIsID'' condition click the button (will be labeled INVALID) then find the NPC you want to say the line and select it. Now only that specific NPC will say the line. By playing around with the various conditions used you can specify who says what and when. | ||
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Ok, so now when we speak to our NPC, he will say our line and give us a new topic to ask about and he will give us one of two responses at random. If you try this in game, you may notice that the topic option you click has a wierd name, the ID you gave your topic. Don't worry though as this is easily changed in the 'Topic Text' bar (just below the tabs). Select your topic and enter into the topic text bar what you want to appear in game, | Ok, so now when we speak to our NPC, he will say our line and give us a new topic to ask about and he will give us one of two responses at random. If you try this in game, you may notice that the topic option you click has a wierd name, the ID you gave your topic. Don't worry though as this is easily changed in the 'Topic Text' bar (just below the tabs). Select your topic and enter into the topic text bar what you want to appear in game, e.g. Mudcrabs. It's important to note that you should '''not''' change the topic text of the GREETING topic, else you'll mess things up and people will not greet you properly. | ||
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==Moving On...== | ==Moving On...== | ||
Now we have a basic understanding of how to do things and what most things are in the topics tab, we are going to make a very simple | Now we have a basic understanding of how to do things and what most things are in the topics tab, we are going to make a very simple quest line for the player that will show what most of the other bits of the topics tab are for. The quest we are going to make will involve going to kill a few mudcrabs for their meat, or at least getting there meat from somewhere and what better way than to rid the shores or sewers of crabs!. | ||
===Stages of the quest=== | ===Stages of the quest=== | ||
First things first let's make another new topic to ask about that will start us off on our crustacean killing spree, | First things first let's make another new topic to ask about that will start us off on our crustacean killing spree, e.g. ''MObFGCrabSpree'', and set the topic text to something more sensible, like 'Crab culling'. Now let's head off somewhere new, the 'Quest Stages' tab! This is where you can control how a quest progresses and what happens as each stage is done. In the empty grid, right click and create six new stages. Each stage should be a number, e.g. 0, 10, 20, 25, 30 and 100. Conventionally, quests start of at a low stage and progress up to the higher stages, usually being completed at 100 (However if required you can have stages 0-255 inclusive!). | ||
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An alternative way of ensuring a different response to that | An alternative way of ensuring a different response to that initially given is to use the 'Say Once' checkbox. In our case, if we check that box of the line outlining the initial mission, the NPC will only ever say that the first time and would not say it the second time, even if no conditions are set. If the line is above the 'reconsider' response this should work nicely. Whilst using stage conditions is best for our use, the Say Once checkbox is useful for having the NPC introduce them self the first time they speak with the player but to subsequently dispense with that formality, and other similar circumstances. | ||
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===The vocal type=== | ===The vocal type=== | ||
Of course you may decide you want to have your NPC's fully vocal and screaming about there love of crab meat in your ears. To do this first you need a voice file. If you have a mic and fancy voicing the NPC | Of course you may decide you want to have your NPC's fully vocal and screaming about there love of crab meat in your ears. To do this first you need a voice file. If you have a mic and fancy voicing the NPC yourself, I recommend [[Audacity]] as a good | ||
free program with which to record with. Once you have the voice done, save it as a .wav file (chose 'Export as wav' if using Audacity). Now comes the tedious bit. You need to place each voice file in exactly the right place, with the right name. To find out where and what the file should be, go to your line and double click on it to bring the Response window back up. Now we are interested in the bottom section. Firstly rename the file to whatever it says the 'Voice Filename' should be (remember | free program with which to record with. Once you have the voice done, save it as a .wav file (chose 'Export as wav' if using Audacity). Now comes the tedious bit. You need to place each voice file in exactly the right place, with the right name. To find out where and what the file should be, go to your line and double click on it to bring the Response window back up. Now we are interested in the bottom section. Firstly rename the file to whatever it says the 'Voice Filename' should be (remember | ||
to keep the extension as it is!). | to keep the extension as it is!). |