I'm making a dialog system based on a GUI and buttons with pictures of characters so that when I click a button they'll talk about that character. I was wondering what category (dialog script messages etc) the messages fall into? -Just so I know what limits I have to work with. -Thanks
It depends on how you code it. You could make the button press run a dialog, or some script code, or display messages, etc. It's entirely up to you, so it really is limited only by your programming ability...!
So far I've just typed "cEgo.Say" etc in the button script. Bad idea?
well, I hope you follow it by some brackets, quotes and something for him to say. I also hope that you have a character called "Ego"...
Well yes, I'm not *that* green. I was just wondering what kind of messages they count as regarding the system limits?
There are no limits to the amount of script you can have.
Oh. That's good news. So what do the things in System Limits in the manual mean?
There are maximum...
20 objects per room
100 messages per room: these are interaction editor messages, not script strings
500 global messages: again, not script strings, see the global messages pane
299 rooms per game (actually more, but rooms>300 do not have their state saved)
300 inventory items
15000 imported sprites
240 sprites per folder
600 views
16 loops per view
20 frames in each loop
300 characters
50 GUIs
30 controls on each GUI
500 dialog topics (for dialog editor: you can do more manually with scripting)
3000 dialog-script messages (you can do more manually with scripting)
30 options per topic
20 screen overlays at a time
500 script GlobalInts (you can make your own named global ints with scripting)
50 script GlobalStrings (you can make your own named global Strings with scripting)
100 interaction editor global variables (you can make your own named global ints with scripting)
5 background frames per room
20 mouse cursors
Oh, I see. Thanks for your help, it was enlightening!
Dialog message limits are for messages you write in the dialog editor. There are no limits to the number of cEgo.Say-style lines you can write in the script.