2 different dialog-styles

Started by Matti, Sat 26/01/2008 20:12:23

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Matti

In my current adventure I want to mainly have the lucasarts-kind of dialog, but in some rare cases I want to have a close-up-view of the characters spoken to (I think this is the sierra-style). I've already done this, but in an annoyingly complicated way. If you're talking to those "special" characters, both you and him are moved in another room - the "dialog-room". I've scripted that in the character-interaction editor. There you're unvisible and the other character's view is changed (to have his face on the screen). After finishing the dialog, I use the new-room-comment in the dialog-script to have the character back in the original room.

This is especially bad for I want to have the character you talk to adressable in different rooms.

Is there any chance to make that easier?

monkey0506

I believe what you're looking for is the SetSpeechStyle function.

You could probably set LucasArts-style as the default speech style in the game editor, and then when you want to do a Sierra-style dialog use this code:

Code: ags
// start Sierra-dialog
SetSpeechStyle(eSpeechSierra);
dialog[X].Start();

// end Sierra-dialog; use "run-script Y" at the end of your Sierra dialogs, then put in your global script:
function dialog_request(int script) {
  if (script == Y) {
    StopDialog();
    SetSpeechStyle(eSpeechLucasarts);
  }
}


Related manual entries: eSpeechStyle, Dialog.Start, dialog_request, StopDialog

Matti

Thank you again. This is just what I needed.
I used the eSpeechFullScreen-function. The only little problem is, that the color of the speech on the black background is somehow wrong. It's grey instead of red and there's a white bar behind it.

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