Dialog - Message issues
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Dialog - Message issues
Hello guys,
I have simple code issue with dialogs.
A simple but to me important thing i would like to do is to improve the way the dialogs are occuring in my campaign "A Goblin Adventure".
A lot of times in my campaign, Goblins are arguing with each others, mocking their comrades etc... I need to code something that allow different goblins to speak and not the same unit everytime. Because in the campaign, everytime, the goblin is arguing with himself. I know gobs are stupid but...
To be clear, here are some examples :
For this previous example, how can i avoid the possibility that "unit" will not speak in the side1 role ?:
A simple [filter] and [not] id=unit ?
It can maybe work for this example but here it cannot do the job I think :
In my mind, the 3 characters "side1" are different goblins. But everytime, the same unit answer, and in some situations it's of course very strange. Do you have an idea to correct this ?
Thanks in advance!
I have simple code issue with dialogs.
A simple but to me important thing i would like to do is to improve the way the dialogs are occuring in my campaign "A Goblin Adventure".
A lot of times in my campaign, Goblins are arguing with each others, mocking their comrades etc... I need to code something that allow different goblins to speak and not the same unit everytime. Because in the campaign, everytime, the goblin is arguing with himself. I know gobs are stupid but...
To be clear, here are some examples :
Code: Select all
[event]
name=moveto
first_time_only=yes
[filter]
side=1
x=20-28
y=49-52
[not]
type=Giant Spider
[/not]
[/filter]
[message]
[filter]
side=1
x=13-21
y=31-57
[not]
type=Giant Spider
[/not]
[/filter]
message=_"They said wolves were going elsewhere! It's not good direction!"
[/message]
[message]
speaker=unit
message=_"No, it's this way!"
[/message]
[message]
[filter]
side=1
x=13-21
y=31-57
[not]
type=Giant Spider
[/not]
[/filter]
side=1
message=_"We told you it's not!"
[/message]
[message]
speaker=unit
message=_"Ah... Then you are probably right."
[/message]
[/event]
For this previous example, how can i avoid the possibility that "unit" will not speak in the side1 role ?:
A simple [filter] and [not] id=unit ?
It can maybe work for this example but here it cannot do the job I think :
Code: Select all
[event]
name=start
#dialogue starts
[message]
speaker=Kark
message= _ "The forest! This place is so dirty! All this grass!"
[/message]
[message]
speaker=Forx
message= _ "It's full of trees, i prefer caves's mushrooms."
[/message]
[message]
side=1
[not]
id=Kark
[/not]
[not]
id=Forx
[/not]
[not]
type=Giant Spider
[/not]
message= _ "Are you kidding me? Some of them are really disgusting and poisonous!"
[/message]
[message]
side=1
[not]
id=Kark
[/not]
[not]
id=Forx
[/not]
[not]
type=Giant Spider
[/not]
message= _ "Hahaha! Do you prefer to run around the forest? Pouah! You are worst than an elve you!"
[/message]
[message]
speaker=Kark
message= _ "Eh oh! Gobs! We focus and we find our wolves!"
[/message]
[message]
side=1
[not]
id=Kark
[/not]
[not]
id=Forx
[/not]
[not]
type=Giant Spider
[/not]
message= _ "Kark is right! Let's find them!"
[/message]
[message]
speaker=Forx
message= _ "I hope humans didn't kill them..."
[/message]
In my mind, the 3 characters "side1" are different goblins. But everytime, the same unit answer, and in some situations it's of course very strange. Do you have an idea to correct this ?
Thanks in advance!
Creator and maintainer of "A goblin adventure" (available) and "From Rocks and Blood"(available) --- Working on a new campaign "Facing Death"
- Pentarctagon
- Project Manager
- Posts: 5531
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Dialog - Message issues
One option would be to use [store_unit] using the same filter, and then randomly choose a unit from the ones stored as the speaker.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Dialog - Message issues
Thanks, gonna try this !
Creator and maintainer of "A goblin adventure" (available) and "From Rocks and Blood"(available) --- Working on a new campaign "Facing Death"
Re: Dialog - Message issues
When you got it figured out, please post the code. It's possible that the same goblin could be randomly selected to speak a message several times in a row. I'm wondering how you'll account for that.
I wish there were a few more keys to make using
message
easier. Such as...
Code: Select all
[message]
random_unit=Floob,Blarpi,Lumpy,Keith
message="Do we go east or west?"
[/message]
[message]
random_unit=Floob,Blarpi,Lumpy,Keith
message="North."
have_the_same_unit_speak_twice_in_a_row=no # this would be default
[/message]
Code: Select all
[message]
line=Floob,Blarpi,Floob,Blarpi,Floob,Blarpi
next_in_line="Is east that way?"
next_in_line="No, that's west."
next_in_line="But I thought the sun rose in the east."
next_in_line="You're looking at the moon."
[/message]
Author of:
DIY Campaign, Confederacy of Swamp Creatures: Big Battle 1, Confederacy of Swamp Creatures: Big Battle 2, Frogfolk Delivery Service, The Pool of Ek.
DIY Campaign, Confederacy of Swamp Creatures: Big Battle 1, Confederacy of Swamp Creatures: Big Battle 2, Frogfolk Delivery Service, The Pool of Ek.