change standard responses
oblomov
11 Nov 2009, 20:13hi..
another question: does anybody know it is possible to change those standard responses, which do not appear in the ldf-file?
i am currently working on a game in german, so i changed the standard responses to german. that works quiet good, anyway in one case i just cant see where to change it: if i look at a container-object it sais "it contains..." is there any way to alter the standard-response?
and: if i take something out of a container-object quest automatically sais "(first removing it)". is there any way to disable this?
thanks,
o.
another question: does anybody know it is possible to change those standard responses, which do not appear in the ldf-file?
i am currently working on a game in german, so i changed the standard responses to german. that works quiet good, anyway in one case i just cant see where to change it: if i look at a container-object it sais "it contains..." is there any way to alter the standard-response?
and: if i take something out of a container-object quest automatically sais "(first removing it)". is there any way to disable this?
thanks,
o.
Wonderjudge
12 Nov 2009, 19:42I think I have found it. I knew I had seen it somewhere. I don't know if it covers all the standard messages but if you click on the tools tab it will bring up a standard messages option where you can alter standard messages.
Wonderjudge.
Wonderjudge.
oblomov
13 Nov 2009, 11:27i allready saw this option, there you can alter certain messages, but not the ones i referred to.. so far its pretty frustrating to have a game all in german but every once and a while appears an english message i just cant change.. anybody else has an idea?
Alex
13 Nov 2009, 12:28I'll take a look at this, and move this hard-coded text to the LDF file for v4.1.2.
Wonderjudge
13 Nov 2009, 14:51Almost everything can be scripted. There is a solution but it will be a pain using this method.
When you make an item instead of making it takable use the script option.
For example. pouch is a container.
For the object 'coin' use script for taking.
If #coin:parent#=pouch
then print "message" (I dont know any other languages sorry)
Give pouch to player.
Wonderjudge.
When you make an item instead of making it takable use the script option.
For example. pouch is a container.
For the object 'coin' use script for taking.
If #coin:parent#=pouch
then print "message" (I dont know any other languages sorry)
Give pouch to player.
Wonderjudge.
oblomov
14 Nov 2009, 20:15of course i tried that, and using your example, quest still sais:
(first removing it from pouch)
Now it is removed.
"message"
so, nothing really changed..
(first removing it from pouch)
Now it is removed.
"message"
so, nothing really changed..
oblomov
14 Nov 2009, 20:29oh, damn.. i misunderstood.. of course you were right, thanks a lot and excuse my thick-wittedness..
anyway still if i open a container-oject quest sais (in english): IT CONTAINS a coin. Would you know any way to change that as well?
anyway still if i open a container-oject quest sais (in english): IT CONTAINS a coin. Would you know any way to change that as well?
Wonderjudge
15 Nov 2009, 02:35It's ok. I have a fix but with a problem.
On the container screen under list click on the script option.
run a procedure for each object in the current room
print "it contains(in german)"
If #quest.thing# has the property parent then print #quest.thing#
The bug with this is that if you have more than one container in the room it will list the contents of both containers.
I'm trying to figure out the if code for ##quest.thing#:parent# but i don't know it.
Wonderjudge
On the container screen under list click on the script option.
run a procedure for each object in the current room
print "it contains(in german)"
If #quest.thing# has the property parent then print #quest.thing#
The bug with this is that if you have more than one container in the room it will list the contents of both containers.
I'm trying to figure out the if code for ##quest.thing#:parent# but i don't know it.
Wonderjudge
Wonderjudge
15 Nov 2009, 03:02Scrap that last one I have it.
just say your container name is 'bag'.
on the container screen click run script on the list contents selection.
this is the script
run a procedure for each object in #quest.currentroom#
this is the script in that
set the 'flag1' flag to off (or whatever name you want for the flag)
print "It contains... (in german)"
if #(quest.thing):parent# is equal to 'bag'
then print "#quest.thing#"
set the 'flag1 flag to on
if the 'flag1' flag is not set
then print"Nothing. (in german)"
Wonderjudge.
just say your container name is 'bag'.
on the container screen click run script on the list contents selection.
this is the script
run a procedure for each object in #quest.currentroom#
this is the script in that
set the 'flag1' flag to off (or whatever name you want for the flag)
print "It contains... (in german)"
if #(quest.thing):parent# is equal to 'bag'
then print "#quest.thing#"
set the 'flag1 flag to on
if the 'flag1' flag is not set
then print"Nothing. (in german)"
Wonderjudge.
oblomov
15 Nov 2009, 14:15yep, perfect! thanks a lot!
Wonderjudge
15 Nov 2009, 14:45No problem. I also have figured out a way to both these things globally throughout the entire game.
Simply make your objects takeable And with containers click the list contents to dont list.
Then use the 2 commands in the test game that I have uploaded here. You will need to change the text in the commands to german though. I wish I wasn't an ignorant american and knew some other languages.
Wonderjudge.
Simply make your objects takeable And with containers click the list contents to dont list.
Then use the 2 commands in the test game that I have uploaded here. You will need to change the text in the commands to german though. I wish I wasn't an ignorant american and knew some other languages.
Wonderjudge.