BountyHUNTER12 Posted June 28, 2004 Share Posted June 28, 2004 How do u do those little blue bubbles that pop-up when you click on an NPC to talk to them. One thing I do know, using the speech bubbles requires *.dlg file. I just want to know how to do this. Link to comment Share on other sites More sharing options...
tk102 Posted June 28, 2004 Share Posted June 28, 2004 If there is only one entry and no replies in a .dlg, then it will appear as a speech bubble. Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted June 28, 2004 Author Share Posted June 28, 2004 Oh...thanks! I have 1 more question if u have 3 starting entries for example each are triggered by a scripts, 3 regular entries, and 3 replies with no text at all. Will that work? the *.dlg files on Taris work that way. STARTING LIST: 0.<blah_blah> Yabba-dabba-doo! [0] 1.<blah_blah2> Butter-Toast. [1] 2.<blah_blah3> Mustard [2] ENTRY LIST: Plz note that Starting List has 'em, so i won't list 'em again. REPLIES LIST: 0. [-1] 1. [-1] 2. [-1] This is just a rough example I just thought up. Tell me if that will or will not work and I will be satisfied Link to comment Share on other sites More sharing options...
tk102 Posted June 28, 2004 Share Posted June 28, 2004 Yes that will work. But you don't need three blank Replies. You can have each Entry point to the same blank Reply or have no Replies at all and you'll get the same effect. (Any 'dead end' in the dialog path will end the dialog.) You might also consider having the last StartingList entry not have any script requirement so that you're guaranteed at least some response if the other scripts all return FALSE. Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted June 28, 2004 Author Share Posted June 28, 2004 Thank you, tk102! I needed this info so I could add some things to the module I'm working on. ---<Roger, Roger! Thanks!> Link to comment Share on other sites More sharing options...
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