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Conversation macros


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#1
FramnkRulez

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The topic on conversation on the wiki mentions that certain macros can be used in conversations, such as <FirstName/> to replace with the character's name.  

I'm just curious if anyone knows if there are other macros that can be used or custom replacements that can be done to conversation text?  I know that this has a negative impact on voiceover, but for what I'm doing that isn't an issue.

As an example, is it possible to do something like:

"You have <GoldPieces/> gold pieces."  

In a conversation?

#2
Mengtzu

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http://social.biowar...-2119108-1.html



There aren't many of them though, since DA is fully voiced.

#3
FollowTheGourd

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Technically, it is possible to add more if you want... Seven months ago (been that long now), I dug up what sort of attributes you'd be looking to use in the conversation UI (I'd rather it be the engine, but can't help that). The "code" in that example is from when I was still using flasm to edit, but what matters is the function name and attribute - and the fact that it works. I don't see why you couldn't also get the amount of gold, etc.

Of course, you can't use angle-brackets because the toolset won't let you (unless maybe you modify the designer tag 2DA), so you'd need to use a different delimiter unless you can get around that. What I was also thinking is that it'd be best to have a 2DA that maps custom tags to certain attributes.

I'm mentioning this since you've seemed interested in modding the UI, and it probably wouldn't hurt for this to be an "open project" since I could see other builders making use of it and it needing to be customizable without being incompatible.That being said, too many and it might start slowing things down too much, but I wouldn't know without testing it out first.

Modifié par FollowTheGourd, 05 juillet 2010 - 11:55 .


#4
Proleric

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If it were possible, the most general extension would be an array of custom tokens which we can read and write in scripts (similar to NWN).

#5
FollowTheGourd

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I'd have wished it that way, but I don't know of any (working) way to interface directly with DAScript, and the engine would have needed to bridge the values between it and the UI.