Effidian
Recruit
![](ranks/new/recruit.png)
FYI: Just in case anyone thinks I figured all these things out, please check the Attackable Peasants thread. Several people have been key in interpreting this stuff.
93 = speaker id (see below)
24 = conversation id
2 = number of operations before the conversations
1 33554719 0 = operation 1
2 33554720 0 = operation 2
You_..._job. = conversation text
25 = next conversation id
3 = number of oeprations after the item is spoken
10064 100 0 = operation 1
10281 12 0 = operation 2
20029 33554720 1 = operation 3
speaker id has the following bits:
0-15: speaker id
16: player conversation
17: party
If the party bit is set, then the speaker id is the index in party_templates.txt, otherwise the speaker id is the index in troops.txt.
If the "player conversation" bit is set, the item is for the player to say.
Additionally, a speaker id of 0xFFFF is special in that it will display for everyone that goes to that conversation id. (I think)
For more info on operations see the Mod info: Operations thread.
The operations before the text are usually used to determine if the text will show up as an option. For example, it might check to see if you've completed a certain task. The operations after the text are executed when that particular line is spoken. So it does things like start a battle, or show the unit's stat screen, etc.
You can have a number of entries with the same conversation id. These will show up as the options you can select for the player. If the dialog is not for the player, I believe that the operations before hand would need to narrow it down to a specific item. Not sure what would happen if there were multiple NPC text items on a single id.
Code:
93 24 2 1 33554719 0 2 33554720 0 You_..._job. 25 3 10064 100 0 10281 12 0 20029 33554720 1
93 = speaker id (see below)
24 = conversation id
2 = number of operations before the conversations
1 33554719 0 = operation 1
2 33554720 0 = operation 2
You_..._job. = conversation text
25 = next conversation id
3 = number of oeprations after the item is spoken
10064 100 0 = operation 1
10281 12 0 = operation 2
20029 33554720 1 = operation 3
speaker id has the following bits:
0-15: speaker id
16: player conversation
17: party
If the party bit is set, then the speaker id is the index in party_templates.txt, otherwise the speaker id is the index in troops.txt.
If the "player conversation" bit is set, the item is for the player to say.
Additionally, a speaker id of 0xFFFF is special in that it will display for everyone that goes to that conversation id. (I think)
For more info on operations see the Mod info: Operations thread.
The operations before the text are usually used to determine if the text will show up as an option. For example, it might check to see if you've completed a certain task. The operations after the text are executed when that particular line is spoken. So it does things like start a battle, or show the unit's stat screen, etc.
You can have a number of entries with the same conversation id. These will show up as the options you can select for the player. If the dialog is not for the player, I believe that the operations before hand would need to narrow it down to a specific item. Not sure what would happen if there were multiple NPC text items on a single id.