Dialog skipping introduction text

Started by , Fri 17/12/2004 10:49:40

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ggp

I'm writing my dialogs, but when one question leads to another dialog, then back to the first dialog, is there a way to skip the intrduction part of the first dialog and just go back to the questions rather then going through the
Char 1: "Hello"
Char 2: "Hello"
part again ?

Ishmael

Leave the @S part empty, just put a return in it. Then, add a new option to the dialog, set it's default text to whatever you like, just so you know what it is, and uncheck the "say" option for it., and uncheck the other options' "show" box. Then, set the content of this new option script to something like:

(let's say we added option 7 as the intro option)
@7 // dialog script for option 7
Char1: "Hello"
Char2: "Hello"
option-off-forever 7
option-on #
option-on #
option-on #

Put in as many option-on's as you have options in the list of options the player should see atleast for the first time they enter this conversation and replace the #'s with the appropriate numbers.

Now, the first time you enter the conversation, this dialog option should run, and then you should be presented with the list of options that you want the player to see. If you don't option-off these and leave the coversation, the next time you enter this conversation you should right away see the list of options.
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

Goot

You shouldn't need to turn all the other options off, and then on once that startup as run. Just don't put return in @S so that it just goes right to the first option. Then, make a second option with return so that it doesn't go straight to the second option, if the first one isn't turned on.

Ishmael

Quote from: Goot on Fri 17/12/2004 22:29:13
You shouldn't need to turn all the other options off, and then on once that startup as run. Just don't put return in @S so that it just goes right to the first option. Then, make a second option with return so that it doesn't go straight to the second option, if the first one isn't turned on.

Yes, easier way, but needs the rewrite of the whole dialog.
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

Scorpiorus

Quote from: Goot on Fri 17/12/2004 22:29:13You shouldn't need to turn all the other options off, and then on once that startup as run. Just don't put return in @S so that it just goes right to the first option. Then, make a second option with return so that it doesn't go straight to the second option, if the first one isn't turned on.
The problem here is that it goes through regardless whether an option is turned on or off. It will run all the command until the return keyword appears. So, the next time the dialog runs, it'll go from @S through the first return.

Einoo

Uh, how about you just run a script on the @S that checks if you've talked with them before? DUH!
Now let's find out if gasoline is flammable!

Ishmael

Quote from: Einoo on Sun 19/12/2004 04:12:37
Uh, how about you just run a script on the @S that checks if you've talked with them before? DUH!

That needs involving the dialog_request function, more code in more places, in a veery thight place even some more system load. I prefer doing this kind of stuff within the dialog itself as ofter as I can.
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

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