I was wondering if there was some code I use to change the text colour in a conversation. I know if I type <act> blah blah </act> it will put it in italics, is there something similar for colour?
I'd like to colour code the PC responses according to the nature of the response.
Dialogue in conversation
Débuté par
Deano1981
, avril 24 2012 11:36
#1
Posté 24 avril 2012 - 11:36
#2
Posté 27 avril 2012 - 12:37
That's an interesting idea. I'm struggling with player responses at the moment, and that would be a cool thing to try out.
(But I have no idea how.)
As far as within the convo editor, I know <desc></desc> for description - in italics and <emp></emp> for emphasis - in bold. I'm just using them, so far.
(But I have no idea how.)
As far as within the convo editor, I know <desc></desc> for description - in italics and <emp></emp> for emphasis - in bold. I'm just using them, so far.
#3
Posté 28 avril 2012 - 11:32
I have yet to find anything on this subject, I assume it isn't possible or if it is, its currently un documented.
Workaround number 2 in position XD
I did however stumble across this little gem...
Making a Selection Wheel.
So in theory, I could have an icon representing the response type attached to the appropriate response.
Im not too good at scripting yet but its an option at least.
Workaround number 2 in position XD
I did however stumble across this little gem...
Making a Selection Wheel.
So in theory, I could have an icon representing the response type attached to the appropriate response.
Im not too good at scripting yet but its an option at least.
Modifié par Deano1981, 29 avril 2012 - 12:07 .
#4
Posté 30 avril 2012 - 12:19
I do not believe either colour or icons are possible, at least not without hacking the UI (http://social.biowar...utorial_(draft)) and even then who knows? My suggestion would be to do what we did in NWN and simply put the emotion, action, class, skill, etc. in square brackets before the text.
[Flirt] Do you come here often?
[Attack] Enough talking, time to die!
[Persuade] You know it might pay dividends in the long run ...
[Force Persuade] This is not the wrong game
etc.
While it may not be the most elegant of solutions it has the advantage of zero development time and so allows you to keep modding instead of trying to make a square game client fit into your round game concept.
[Flirt] Do you come here often?
[Attack] Enough talking, time to die!
[Persuade] You know it might pay dividends in the long run ...
[Force Persuade] This is not the wrong game
etc.
While it may not be the most elegant of solutions it has the advantage of zero development time and so allows you to keep modding instead of trying to make a square game client fit into your round game concept.
#5
Posté 30 avril 2012 - 09:53
Thanks for the info SJ, I'm currently using the "[Response Type]" method for expediency and personal reference purposes, I may just keep it like that. Pretty things are just that, pretty, not much else ;D
#6
Posté 02 mai 2012 - 10:43
The problem I'm having with player responses is a style thing. I'm trying to work with a system of 5 responses based on how engaged the player is with the action. (It's a dream.) If the five responses aren't similar, I think the player would get lost - and forget what is happening - incredibly easily. I've been trying <des>responsetype</desc> but it is making confusion worse. Still, that wasn't your question.
Let me know if you figure out colours - or some other way of distinguishing bewteen them? I'd like to try whatever it is.
Edit: PS. In my ideal world, and imagination, the highest engagement level would be bolded, then the lettering would get gradually thinner and translucent. A gal can dream, right?
Edit: PS. In my ideal world, and imagination, the highest engagement level would be bolded, then the lettering would get gradually thinner and translucent. A gal can dream, right?
Modifié par Firky, 02 mai 2012 - 10:54 .





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