Editing Mod:Create a dialogue

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This tutorial shows how to create or edit dialogs in ''[[Wikipedia 2197|The Sum]]''.
 
This tutorial shows how to create or edit dialogs in ''[[Wikipedia 2197|The Sum]]''.
[[file:Ecran Notepad++.jpg|thumb|This tutorial uses mainly the Notepad++ text editor.]]
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[[file:Notepad++.jpg|thumb|This tutorial uses mainly the Notepad++ text editor.]]
  
 
== Required tools ==
 
== Required tools ==
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</syntaxhighlight>
 
</syntaxhighlight>
 
# Add as many dialog portions as you need.
 
# Add as many dialog portions as you need.
# Go to the {{Fake button|File|color=white}} menu and then {{Fake button|Save|color=gray2}}.
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# Go to the {{Fake button|File|color=white}} menu and then {{Fake button|Save|color=gray}}.
  
 
=== Writing convention ===
 
=== Writing convention ===
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# Click on {{False button|MORE|color=black|button=yes}}.
 
# Click on {{False button|MORE|color=black|button=yes}}.
 
# Click {{False button|LEVEL EDITOR|color=black|button=yes}}.
 
# Click {{False button|LEVEL EDITOR|color=black|button=yes}}.
# Navigate to the {{False button|File|color=gray|border=black}} menu then {{False button|Open|color=gray3}}.
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# Navigate to the {{False button|File|color=gray|border=black}} menu then {{False button|Open|color=gray}}.
 
# Open the file of the location previously created which must end with ''.mis''.
 
# Open the file of the location previously created which must end with ''.mis''.
  
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#* {{False button|✔&nbsp;&nbsp;&nbsp;&nbsp;Floating&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|color=black2}}''(checked by default):'' floats the dialog over the character's head.
 
#* {{False button|✔&nbsp;&nbsp;&nbsp;&nbsp;Floating&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;|color=black2}}''(checked by default):'' floats the dialog over the character's head.
 
#* {{False button|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Windowed&nbsp;&nbsp;&nbsp;&nbsp;|color=black2}}'':'' adds the dialog in a box at the bottom of the screen with the character's portrait and a {{False button|OK|color=white|button=yes}} button.
 
#* {{False button|&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Windowed&nbsp;&nbsp;&nbsp;&nbsp;|color=black2}}'':'' adds the dialog in a box at the bottom of the screen with the character's portrait and a {{False button|OK|color=white|button=yes}} button.
# Add the code name of the dialog under {{False button|Default Event:|color=gray3}} (for scripts).
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# Add the code name of the dialog under {{False button|Default Event|color=gray}} (for scripts).
# Select the dialog code to the right of {{Fake button|Random 1|color=gray3}}.{{Idea|When you add the floating dialogs ''Rdm1'' to ''6'', you can add all 6 of them one after the other. The game will display them randomly}}
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# Select the dialog code to the right of {{Fake button|Random 1|color=gray}}.{{Idea|When you add the floating dialogs ''Rdm1'' to ''6'', you can add all 6 of them one after the other. The game will display them randomly}}
  
 
=== Scripting dialogue (advanced) ===
 
=== Scripting dialogue (advanced) ===
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# Click on {{False button|New...|color=gray|border=black}}.
 
# Click on {{False button|New...|color=gray|border=black}}.
 
# Click on the {{False button|Center View|color=black2}} tab and select {{False button|Set Click Speech|color=black2}}.
 
# Click on the {{False button|Center View|color=black2}} tab and select {{False button|Set Click Speech|color=black2}}.
# Under {{False button|Set Click Speech for Unit|color=gray}}, click {{False button|list...|color=gray|bord=black}} and select the code name of the character you want to speak. If you have not added a character already, [[Mod:Create_a_location#Add_a_character|follow these steps]].
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# Under {{Faux Button|Set Click Speech for Unit|color=gray}}, click {{False button|list...|color=gray|bord=black}} and select the code name of the character you want to speak. If you have not added a character already, [[Mod:Create_a_location#Add_a_character|follow these steps]].
# Under {{False button|to:|color=gray3}}, select the dialog code you previously embedded.
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# Under {{False button|to|color=gray}}, select the dialog code you previously embedded.
 
# Click {{False button|Ok|color=gray|bord=black}}{{Idea|At any time, double-clicking on an item in the trigger list allows you to open it to edit it}}
 
# Click {{False button|Ok|color=gray|bord=black}}{{Idea|At any time, double-clicking on an item in the trigger list allows you to open it to edit it}}
  
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# Click on the {{False button|Center View|color=black2}} tab and select {{False button|Set Click Speech|color=black2}}.
 
# Click on the {{False button|Center View|color=black2}} tab and select {{False button|Set Click Speech|color=black2}}.
 
# Under {{False button|Set Click Speech for Unit|color=gray}}, click {{False button|list...|color=gray|bord=black}} and select the code name of the character you want to re-speak.
 
# Under {{False button|Set Click Speech for Unit|color=gray}}, click {{False button|list...|color=gray|bord=black}} and select the code name of the character you want to re-speak.
# Under {{False button|to:|color=gray3}}, select the code for the next section of the dialog.
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# Under {{False button|to|color=gray}}, select the code for the next section of the dialog.
 
# Press {{False button|Ok|color=gray|edge=black}}{{Idea|This step completed, after the first dialog, clicking on the character again will start a new dialog.}}
 
# Press {{False button|Ok|color=gray|edge=black}}{{Idea|This step completed, after the first dialog, clicking on the character again will start a new dialog.}}
  
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# Click on {{False button|New...|color=gray|edge=black}}.
 
# Click on {{False button|New...|color=gray|edge=black}}.
 
# Add a description (example: ''PERS1 - 01R'')
 
# Add a description (example: ''PERS1 - 01R'')
# The {{False button|✔&nbsp;Conditions|color=black2}} tab is already open. Click on {{False button|New...|color=gray|border=black}}.
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# The {{False button|✔&nbsp;Conditions|color=black2}} tab is already open. Click on {{False Button|New...|color=gray|border=black}}.
# Click on the {{False button|Always|color=black2}} tab and select {{False button|Speech Occured|color=black2}}, then under {{False button|Speech Event was|color=gray}}, select the portion of the dialog that will be responded to.
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# Click on the {{False button|Always|color=black2}} tab and select {{False Button|Speech Occured|color=black2}}, then under {{False Button|Speech Event was|color=gray}}, select the portion of the dialog that will be responded to.
 
# Click on the {{False button|&nbsp;Actions|color=black2}} tab. It will change to {{False button|✔&nbsp;Actions|color=black2}}.
 
# Click on the {{False button|&nbsp;Actions|color=black2}} tab. It will change to {{False button|✔&nbsp;Actions|color=black2}}.
 
# Click on {{False button|New...|color=gray|border=black}}.
 
# Click on {{False button|New...|color=gray|border=black}}.
# Click on the {{False button|Center View|color=black2}} tab and select {{False button|Set Variable|color=black2}}.
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# Click on the {{False button|Center View|color=black2}} tab and select {{False Button|Set Variable|color=black2}}.
 
# Under {{False button|Variable|color=gray}}, type, for example: ''Pers1_message''.
 
# Under {{False button|Variable|color=gray}}, type, for example: ''Pers1_message''.
 
# Under {{False button|&nbsp;&nbsp;Value|color=gray}}, type, for example: ''AccR''.
 
# Under {{False button|&nbsp;&nbsp;Value|color=gray}}, type, for example: ''AccR''.
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# Click {{False button|New...|color=gray|edge=black}}.
 
# Click {{False button|New...|color=gray|edge=black}}.
 
# Add a description (example: ''PERS1 - 01R (message)'')
 
# Add a description (example: ''PERS1 - 01R (message)'')
# The {{False button|✔&nbsp;Conditions|color=black2}} tab is already open. Click on {{False button|New...|color=gray|border=black}}.
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# The {{False button|✔&nbsp;Conditions|color=black2}} tab is already open. Click on {{False Button|New...|color=gray|border=black}}.
# Click on the {{False button|Always|color=black2}} tab and select {{False button|Variable|color=black2}}, then under {{False button|Variable|color=gray}} type in the variable you just chose, then under {{False button|is Value|color=gray}} type in the value you just chose.
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# Click on the {{False button|Always|color=black2}} tab and select {{False Button|Variable|color=black2}}, then under {{False Button|Variable|color=gray}} type in the variable you just chose, then under {{False Button|is Value|color=gray}} type in the value you just chose.
# Click on the {{False button|&nbsp;Actions|color=black2}} tab. It will change to {{False button|✔&nbsp;Actions|color=black2}}.
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# Click on the {{False button|&nbsp;Actions|color=black2}} tab. It will change to {{False Button|✔&nbsp;Actions|color=black2}}.
 
# Click on {{False button|New...|color=gray|border=black}}.
 
# Click on {{False button|New...|color=gray|border=black}}.
# Click on the {{False button|Center View|color=black2}} tab and select {{False button|Force Speech|color=black2}}.
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# Click on the {{False button|Center View|color=black2}} tab and select {{False Button|Force Speech|color=black2}}.
# Under {{False button|Unit|color=gray}}, click {{False button|list...|color=gray|bord=black}} and select the code name of the character who will be responding. If it is the player, type "LeJoueur" instead.
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# Under {{Faux button|Unit|color=gray}}, click {{Faux Button|list...|color=gray|bord=black}} and select the code name of the character who will be responding. If it is the player, type "ThePlayer" instead.
 
# Under {{False button|will use speech node|color=gray}}, select the code for the section of the dialog that corresponds to the response.
 
# Under {{False button|will use speech node|color=gray}}, select the code for the section of the dialog that corresponds to the response.
 
# Check the {{False button|Blocking|color=black2}} box in the upper right corner.
 
# Check the {{False button|Blocking|color=black2}} box in the upper right corner.
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To code a response that appears only if the player-character has at least 5 intelligence, follow all the steps in [[Mod:Create_a_dialogue#Code a player response or a sequence of interactions|the previous portion]], but add these after step ''6'':
 
To code a response that appears only if the player-character has at least 5 intelligence, follow all the steps in [[Mod:Create_a_dialogue#Code a player response or a sequence of interactions|the previous portion]], but add these after step ''6'':
 
# Click on {{False button|New...|color=gray|border=black}}.
 
# Click on {{False button|New...|color=gray|border=black}}.
# Click on the {{False button|Always|color=black2}} tab and select {{False button|Quantity - Unit|color=black2}}, then under {{False button|Unit|color=gray}}, type "LeJoueur", then under {{False button|has|color=gray}}, click on {{False button|Change|color=gray|edge=black}}
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# Click on the {{False button|Always|color=black2}} tab and select {{False button|Quantity - Unit|color=black2}}, then under {{False button|Unit|color=gray}}, type "TheGamer", then under {{False button|has|color=gray}}, click on {{False button|Change|color=gray|edge=black}} Click on {{False button|More than|color=black2}} and enter the value "4" to the right of the {{False Button|Num|color=gray}}. Press {{False button|Ok|color=gray|bord=black}}
# Click on {{False button|More than|color=black2}} and enter the value "4" to the right of the {{False button|Num|color=gray}}. Press {{False button|Ok|color=gray|bord=black}}
 
 
# Under {{False button|type|color=gray}} click {{False button|change|color=gray|edge=black}} then select {{False button|Status|color=black2}}. Click on {{False button|strength|color=black2}} to the right and change it to {{False button|intelligence|color=black2}}. Press {{False button|Ok|color=gray|border=black}}.
 
# Under {{False button|type|color=gray}} click {{False button|change|color=gray|edge=black}} then select {{False button|Status|color=black2}}. Click on {{False button|strength|color=black2}} to the right and change it to {{False button|intelligence|color=black2}}. Press {{False button|Ok|color=gray|border=black}}.

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