theInteritus Posted November 30, 2009 Share Posted November 30, 2009 In-game you'll notice that NPCs will have multiple lines before the player can respond. They'll say one line, with a slight break, then say another line, and so on until its time for the player to speak up. My first attempt at this was just to have multiple OWNER lines in a row, but each line is a branch, and of course didnt work. My second attempt was to add empty player lines. If you have an owner reply to the empty line, the END DIALOGUE becomes CONTINUE. Tho, I had to add text to the line then clear it for the change to happen. But in game, the only button I could press that would continue the conversation was ESC. What I'm doing now is making the player response to be simply a <desc>continue</desc>. This works, but I thought there would be a more seemless method. This conversation is with the merchant NPC that I created following Beyond Ferelden's tutorial for my main party camp. I've got a few dialogue choices, including one that makes her leave, and another that pisses her off and makes her attack you. If I want the merchant to leave, I tried putting the generic actions plot under Plots and Scripting, with the flag “GEN_OWNER_DISAPPEARS”. But my merchant didnt go anywhere. And the action “GEN_OWNER_TURNS_HOSTILE” didn’t work either. Being that this merchant is added via CreateObject, I was wondering if I had to make these things happen within my own script instead of following the default methods. And I'm having problems with my merchant prices. I first made a script to adjust the prices of the store based on your initial responses in the conversation, seen here: http://www.pastebin.ca/1692323 But when I went in-game the prices of everything were negative copper! ranging from -0 to -70! So I removed the script from the merchant, and every price was at its base value, selling and buying. I do have the markup/markdown prices set to 15. Whats going on here? Link to comment Share on other sites More sharing options...
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