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Trialoge

This package allows you to create conversations with any number of NPCs and control the camera during the dialog.

Dependencies

Initialization

Initialize with LeGo_Trialoge flag.

LeGo_Init(LeGo_Trialoge);

Implementation

Trialoge.d on GitHub

Functions

EquipWeapon

Sektenspinner's function. Makes NPC equip a weapon.

func void EquipWeapon(var C_NPC slf, var int ItemInstance)
Parameters
  • var C_NPC slf
    NPC to have a weapon equipped
  • var int ItemInstance
    Weapon instance ID to be equipped

Configuration

const int EquipWeapon_TogglesEquip = 1

Above constant configures the behaviour of the function when trying to equip an already equipped weapon:

  • 0 - EquipWeapon will do nothing
  • 1 - EquipWeapon will unequip this weapon

Npc_GetArmor

Returns NPC's equipped armor.

func int Npc_GetArmor(var C_NPC slf)
Parameters
  • var C_NPC slf
    NPC to get the armor from

Return value

The function returns instance of armor worn by the NPC.

Npc_GetMeleeWeapon

Returns NPC's equipped melee weapon.

func int Npc_GetMeleeWeapon(var C_NPC slf)
Parameters
  • var C_NPC slf
    NPC to get the weapon from

Return value

The function returns instance ID of melee weapon equipped by the NPC.

Npc_GetRangedWeapon

Returns NPC's equipped ranged weapon.

func int Npc_GetRangedWeapon(var c_npc slf)
Parameters
  • var C_NPC slf
    NPC to get the weapon from

Return value

The function returns instance ID of ranged weapon equipped by the NPC.

Npc_TradeItem

Swaps NPCs equipped weapon.

func void Npc_TradeItem(var c_npc slf, var int itm0, var int itm1) 
Parameters
  • var C_NPC slf
    NPC to perform operation on
  • var int itm0
    instance ID of item to remove
  • var int itm1
    instance ID of item to create and equip

DiaCAM_Update

Sektenspinner's function that updates the dialogue camera. (Used internally.)

func void DiaCAM_Update()

DiaCAM_Disable

Completely disable the dialogue cameras.

func void DiaCAM_Disable()

DiaCAM_Enable

Resets the dialogue cameras to the default settings.

func void DiaCAM_Enable()

TRIA_Wait

Makes self and other wait for each other, e.g. for AI_GotoWP actions for synchronization.

func void TRIA_Wait()

TRIA_Invite

Invites an NPC into a conversation. Must be called before TRIA_Start.

func void TRIA_Invite(var C_NPC slf)
Parameters
  • var C_NPC slf
    The invited NPC

TRIA_Start

Starts trialogues. Before that, all NPCs should be invited by TRIA_Invite.

func void TRIA_Start()

TRIA_Barrier

Similar to TRIA_Wait but applies to all participating NPCs.

func void TRIA_Barrier()

TRIA_Next

Sets the called npc to self.

func void TRIA_Next(var C_NPC n0)
Parameters
  • var C_NPC n0
    NPC to set to self

TRIA_Cam

Starts a tracking shot.

func void TRIA_Cam(var string evt)
Parameters
  • var string evt
    The name of the tracking shot in Spacer. If "" is passed, the running trace shot will be aborted.

TRIA_Finish

Ends an ongoing trialogue. Must always be called at the end, otherwise no further trialogues can be started.

func void TRIA_Finish()

Examples

A Simple Trialogue

The following conversation is resolved via the trialogues:

  1. Arto: I'm sorry Hero, but you can't pass here.
  2. Hero: Why not?
  3. Horka: The city has been closed.
  4. Hero: I have some gold with me, can we trade?
  5. Squelto: No. We are not open to bribery.
  6. Hero: Sure?
  7. Arto: I have to ask you to leave now.
  8. Hero: Well...
    instance TRIA_Test (C_INFO)
    {
        npc         = PAL_100_Friend;
        nr          = 10;
        condition   = TRIA_Test_condition;
        information = TRIA_Test_info;
        important   = FALSE;
        permanent   = 1;
        description = "TRIALOGTEST";
    };
    
    func int TRIA_Test_condition()
    {
        return TRUE;
    };
    
    func void TRIA_Test_info()
    {
        var C_NPC Arto; Arto       = Hlp_GetNpc(PAL_100_Friend); // He is the owner of dialogue
        var C_NPC Horka; Horka     = Hlp_GetNpc(PAL_101_Horka);
        var C_NPC Squelto; Squelto = Hlp_GetNpc(PAL_102_Squelto);
    
        TRIA_Invite(Horka);   // Invite Horka into this dialogue
        TRIA_Invite(Squelto); // Invite Squelto into this dialog
        TRIA_Start();         // Start the conversation
        // The hero and Arto do not have to/may not be invited. They are in dialogue anyway.
    
        // Hero now talks to Arto (self = Arto, other = Hero)
        TRIA_Next(Arto);
    
        DIAG_Reset();
    
        AI_Output (self, other, "TRIA_TEST_00"); //Sorry hero, but you can't pass here.
    
        // Hero now talks to Horka (self = Horka, other = Hero)
        TRIA_Next(Horka);
    
        AI_Output (other, self, "TRIA_TEST_01"); //Why not?
    
        AI_GotoNpc(self, other);
        AI_TurnToNpc(other, self);
    
        AI_Output (self, other, "TRIA_TEST_02"); //The city has been closed.
    
        // Hero looks around conspiratorially during the next sentence
        DIAG("Nervous", 1, 2);
    
        AI_Output (other, self, "TRIA_TEST_03"); //I have some gold with me, can we trade?
    
        // Hero should now move normally again
        DIAG_Reset();
    
        // Start tracking shot
        TRIA_Cam("CAMERASTART");
    
        // Hero now talks to Squelto (self = Squelto, other = Hero)
        TRIA_Next(Squelto);
    
        AI_TurnToNpc(other, self);
    
        DIAG("No", 0, 1);
        AI_Output (self, other, "TRIA_TEST_04"); //No. We are not open to bribery.
    
        // Hero talks to Arto again (self = Arto, other = Hero)
        TRIA_Next(Arto);
    
        // Hero should now articulate questioningly
        DIAG("NotSure", 0, 1);
    
        AI_Output (other, self, "TRIA_TEST_05"); //Sure?
    
        AI_TurnToNpc(other, self);
    
        // tracking shot end
        TRIA_Cam("");
    
        // Arto should react angrily
        DIAG("Angry", 0, 4);
    
        AI_Output (self, other, "TRIA_TEST_06"); //I have to ask you to leave now
    
        // Hero should now move normally again
        DIAG_Reset();
    
        AI_Output (other, self, "TRIA_TEST_07"); //Well...
    
        TRIA_Finish(); // End
    };
    

Note

In addition, here are still Dialoggestures used.