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chimeric
Member Posts: 1,163
I've received a basic introduction to Weidu from, I think, @subtledoctor - thanks for that, it has been invaluable - but now I have trouble getting custom strings in the mod's installation. Apparently that's done through RESOLVE_STR_REF. Can I have an example of how that would be used in a string to be used in a dialogue, in DisplayStringHead?
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IF True() THEN RESPONSE #100 DisplayStringHead(Myself,~New text that WeiDU will automatically resolve and replace with a strref number.~) ENDIf you have put your mod's text into TRA files, thenIF True() THEN RESPONSE #100 DisplayStringHead(Myself,@123) ENDWhere @ 123 is set to the abovementioned text in a TRA.Same for dialogue files.
PS Um, I think I accidentally tagged someone... Sorry
http://forums.pocketplane.net/index.php?topic=55.0
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Yes, but you'll have to use %s to wrap it instead of ~s, since it'll be a text string within dialog script string, and WeiDU wouldn't know otherwise whether it's the end of script or beginning of text. Otherwise, you can traify the file and use @ 123 (whatever value it's assigned to, without space) for DisplayString() argument.
More about string enclosing http://weidu.org/WeiDU/README-WeiDU.html#String
No, you can extend existing states with new transitions (i.e. player responses) just fine.
EXTEND_TOP taerom 14 IF ~~ THEN REPLY ~Hey, I've got a new line to say!~ GOTO heynewline END APPEND taerom IF ~~ THEN BEGIN heynewline SAY ~Don't think you're the first one to try it.~ IF ~~ THEN DO ~DisplayStringHead("Taerom",%Damn modders, never letting old man to his work...%)~ EXIT END ENDhttp://weidu.org/WeiDU/README-WeiDU.html#EXTEND_TOP