check_engine
Knight
All right,
I was bound and determined to figure this out myself, but my python editing works best when I have a tutorial sitting in front of me (by works best I mean moderately successful)
Now its past Midnight, I'm all out of Malboros so I stuck sucking down lucky strike non-filters, three beers left in the fridge and I'm about ready to throw my hands up.
I'm trying to edit the module dialogs.py file to add new options when talking to NPCs in your party, but I'm not seeing where they fit in. I see the dialog for the three ways in and the one for joining, but not the base "Trade, Tell me about you, go away" dialog options.
Basically what I am looking at doing is creating another dialog branch with them once they are in your party.
So it would look something like:
- I have some items I no longer need
- Tell me about yourself
- We need to seperate
- <NEW DIALOG HERE: Something along the lines of "I have need of you",or some such nonsence.>
If you choose the new dialog option it gives you another option
- I want you to act as my second
- I want you to oversee all the soldiers
- I need you to act as my quartermaster
Simple enough so far. So I'll break a few lines and hopefully someone can help me tackle this.
Alright from here on out it is going to get complicated so try to bear with me.
I noticed that I can place triggers (or flags, or what nots to use the technical term) in the the dialogs, but I'm not sure if they are just plugged in or are followed up in another file.
I'd like to make a trigger (flag, what-ever) so that once a companion has been selected as such ["second_in_command",1] the added option is replaced with a new one.
- I'm sorry but this isn't working out(blah, blah, blah) which leads to the trigger (is it a damn trigger or flag) being reset.
["second_in_command",0]
When one of the companions is picked for one of the three positions the option to assign that position does not come up for any of the other companions (so only one companion can hold a position at a time)
When all three are assigned then the only option is to dismiss the specific three from their positions (no other companions have any fourth option).
That should be good for now if anyone can help me take a stab at it. I'd apreciate it. Even if it is long winded.
I've got the feeling I'm going to have to be specific with the triggers for each companion. ie.
["$borcha_second_in_command",1] or ["$borcha_second_in_command",0]
["$borcha_troop_trainer",1] or ["$borcha_troop_trainer",0]
["$borcha_supply_sergeant",1] or ["$borcha_supply_sergeant',0]
and the same with all other companions along with a generic
["supply_sergeant_assigned",1] and so forth to keep the option from popping up in the wrong place.
There is a purpose to all this madness, and I'd like to be all secretive and tell everyone to wait until I've got it all put together, but I have a feeling I'll be back soon to ask for help and guidance with all the rest of it as well soon enough.
I have read Winter's excellent tutorial on dialog, but I still have a few problems. 1. I can't find the right line to edit and 2. It's a basic tutorial and I'm a moron and skipped basic and went to complicated.
Thanks for the help,
-cheers.
Alright I think I found the right spot and added these lines:
#################################
# start addition to member talk #
#################################
[anyone|plyr,"member_talk", [], "I have need of your services my friend.", "member_assignment", []],
[anyone,"member_assignment", [] "Yes {Sir/Madamn}", []]
[anyone|plyr,"member_assignment", [] "I want you to act as my second.", "second_in_command", []],
[anyone,"second_in_command", [] "Aye {Sir/Madamn}, I won't fail you.", "member_talk", []].
[anyone|plyr,"member_assignment", [] "I want you to head up all troop training.", "troop_trainer", []],
[anyone, "troop_trainer", [] "As you wish {Sir/Madamn}, I'll whip them into shape.", "member_talk", []],
[anyone|plyr,"member_assignment", [] "I need you to take over quartermaster duties.", "quartermaster", []],
[anyone,"quartermaster", [] "Not a very glamorous job my {lord/lady}, but I'll do my best.", "member_talk", []],
###############################
# end addition to member talk #
###############################
[anyone|plyr,"member_talk", [], "Nothing. Let us keep riding.", "close_window",[]],
....and it doesn't work.
But it doesn't crash the game either which I guess is a plus.
I was bound and determined to figure this out myself, but my python editing works best when I have a tutorial sitting in front of me (by works best I mean moderately successful)
Now its past Midnight, I'm all out of Malboros so I stuck sucking down lucky strike non-filters, three beers left in the fridge and I'm about ready to throw my hands up.
I'm trying to edit the module dialogs.py file to add new options when talking to NPCs in your party, but I'm not seeing where they fit in. I see the dialog for the three ways in and the one for joining, but not the base "Trade, Tell me about you, go away" dialog options.
Basically what I am looking at doing is creating another dialog branch with them once they are in your party.
So it would look something like:
- I have some items I no longer need
- Tell me about yourself
- We need to seperate
- <NEW DIALOG HERE: Something along the lines of "I have need of you",or some such nonsence.>
If you choose the new dialog option it gives you another option
- I want you to act as my second
- I want you to oversee all the soldiers
- I need you to act as my quartermaster
Simple enough so far. So I'll break a few lines and hopefully someone can help me tackle this.
Alright from here on out it is going to get complicated so try to bear with me.
I noticed that I can place triggers (or flags, or what nots to use the technical term) in the the dialogs, but I'm not sure if they are just plugged in or are followed up in another file.
I'd like to make a trigger (flag, what-ever) so that once a companion has been selected as such ["second_in_command",1] the added option is replaced with a new one.
- I'm sorry but this isn't working out(blah, blah, blah) which leads to the trigger (is it a damn trigger or flag) being reset.
["second_in_command",0]
When one of the companions is picked for one of the three positions the option to assign that position does not come up for any of the other companions (so only one companion can hold a position at a time)
When all three are assigned then the only option is to dismiss the specific three from their positions (no other companions have any fourth option).
That should be good for now if anyone can help me take a stab at it. I'd apreciate it. Even if it is long winded.
I've got the feeling I'm going to have to be specific with the triggers for each companion. ie.
["$borcha_second_in_command",1] or ["$borcha_second_in_command",0]
["$borcha_troop_trainer",1] or ["$borcha_troop_trainer",0]
["$borcha_supply_sergeant",1] or ["$borcha_supply_sergeant',0]
and the same with all other companions along with a generic
["supply_sergeant_assigned",1] and so forth to keep the option from popping up in the wrong place.
There is a purpose to all this madness, and I'd like to be all secretive and tell everyone to wait until I've got it all put together, but I have a feeling I'll be back soon to ask for help and guidance with all the rest of it as well soon enough.
I have read Winter's excellent tutorial on dialog, but I still have a few problems. 1. I can't find the right line to edit and 2. It's a basic tutorial and I'm a moron and skipped basic and went to complicated.
Thanks for the help,
-cheers.
Alright I think I found the right spot and added these lines:
#################################
# start addition to member talk #
#################################
[anyone|plyr,"member_talk", [], "I have need of your services my friend.", "member_assignment", []],
[anyone,"member_assignment", [] "Yes {Sir/Madamn}", []]
[anyone|plyr,"member_assignment", [] "I want you to act as my second.", "second_in_command", []],
[anyone,"second_in_command", [] "Aye {Sir/Madamn}, I won't fail you.", "member_talk", []].
[anyone|plyr,"member_assignment", [] "I want you to head up all troop training.", "troop_trainer", []],
[anyone, "troop_trainer", [] "As you wish {Sir/Madamn}, I'll whip them into shape.", "member_talk", []],
[anyone|plyr,"member_assignment", [] "I need you to take over quartermaster duties.", "quartermaster", []],
[anyone,"quartermaster", [] "Not a very glamorous job my {lord/lady}, but I'll do my best.", "member_talk", []],
###############################
# end addition to member talk #
###############################
[anyone|plyr,"member_talk", [], "Nothing. Let us keep riding.", "close_window",[]],
....and it doesn't work.
But it doesn't crash the game either which I guess is a plus.