Is it possible to do this short of inserting a different file? I was wondering if the responses could be cycled through, such as 1=this, 2=that, 3=the third thing, etc, and if it isn't that simple, what about playing sounds based on what time it is or how much HP the character has? -EE
Not sure if I understand exactly, what you are asking. If you are talking about background sounds. I would wager that it could probably be scripted to work on any condition you like. Whether or not this would be simple is another question entirely. How is your Python knowledge?:shrugno: What do you have in mind, just changing them for personal playing enjoyment or are you looking for something more specific?
Sample: If I tell Ron to move somewhere when he has at least 51% HP, use Respond1; otherwise, Respond2. Likewise, if he crits and kills the sucker, have him say "Your time has come!", but if not, "Oblivion awaits!" -EE
You should check out Shiningted's Dialog Tutorial on his Blog My blog! http://rpg-rant.blogspot.com/ They should answer your questions. I am fairly new to this but would be glad to help out anyway I can. PM me if you want to talk about it. Edit: Thinking about that, it is done a bit differently than most dialog. But it should be doable. Those kinds of dialog that happen on events are done in a dlg file, with the triggering event being done in the corresponding script. Take a look at Meleny's dialog (00017prosperous younger d.dlg) in the Data\dlg directory and script (py00017prosperous younger d.py) in the Data\scr directory. Specifically line (12014) and its call by her death in the script by the line ( attachee.float_line(12014,triggerer) ). But any condition could be used in a script to float any dialog you like. Edit number two: I knew I read it somewhere go look at Shiningted's Adding Chatter to an NPC tutorial. This appears to be the ticket. @Ted hope you don't mind me sending people to your Blog, I have found the info there to be very useful. RnR