Editing the button for a conversable item
chimeric
Member Posts: 1,163
I got this code:
I still don't know enough about strings, haven't found a normal tutorial about them. So I may have wrong syntax for Use there. May be it should be in other marks or quotes, or something. The code works, the item talks, but instead of "Use" I get a meaningless series of numbers on the button, not even a string reference. So how do I get the button to draw on the string I just created?
Also when a talking item runs its dialogue, the character who holds flashes his circle and it says his selection line, like "Yes?" Or "I'm listening." It's like he is being addressed by the item. This looks unnatural, especially the saying. Any way to prevent that? It wasn't a problem in Torment.
OUTER_SET strref = RESOLVE_STR_REF (~Use~)
APPEND itemdial.2da ~DUSTSC_# %Use% DUSTSC_#~
BUT_ONLY
I still don't know enough about strings, haven't found a normal tutorial about them. So I may have wrong syntax for Use there. May be it should be in other marks or quotes, or something. The code works, the item talks, but instead of "Use" I get a meaningless series of numbers on the button, not even a string reference. So how do I get the button to draw on the string I just created?
Also when a talking item runs its dialogue, the character who holds flashes his circle and it says his selection line, like "Yes?" Or "I'm listening." It's like he is being addressed by the item. This looks unnatural, especially the saying. Any way to prevent that? It wasn't a problem in Torment.
0
Comments
You could check what happens for Lilacor. In principle you should expect the same behaviour for your item.
Thanks, @Isaya and @kjeron.