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Custom skill/condition names in dialogues


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#1
FollowTheGourd

FollowTheGourd
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Hi,

I was trying to see if I could get my own condition names into a dialogue line, e.g., "(Foozle) Behold, for I am that which foozles." instead of "(Persuasion) You really should do that". I could just type it out into the dialogue line, but I was trying to take advantage of the system already in place.

So I created an M2DA to extend toolset_dlgicons.XLS with another row, and associated a new GUI-type strref in the module's TLK with it for the name to display. So far so good... it shows up fine in the toolset and I can select it from the conversation "Skill/Icon" dropdown list, but it looks like the DLG file it exports references the "icon" by its 2DA row, and it doesn't appear that the game itself will load this GDA even though the toolset does when I put it in packages/core/override/toolset.

So in game I get "()" instead of "(Foozle)" on the dialogue line. The TLK definitely has the name, too, and the conversation UI doesn't fuss with 2DAs apparently, so I'm not sure how the core game itself is getting the names for the other skills if it's looking things up by the "icon row" and how I could get it to work here.

Modifié par FollowTheGourd, 23 janvier 2010 - 12:26 .