Dialog boxes
Author | Topic: Dialog boxes |
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Apprentice
Member # 3361
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written Saturday, July 10 2004 08:53
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My outdoor scripts are not functioning properly, and I think it may be because of my dialog boxes. Is there a functional difference between message_dialog and add_dialog_str (besides the option of the latter to add a choice)? If so, I can't understand what it is. Posts: 21 | Registered: Sunday, August 17 2003 07:00 |
Shock Trooper
Member # 4445
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written Saturday, July 10 2004 10:07
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Look at the "basic dialog box calls" section in the editor docs appendix. If you are going to use add_dialog_str, then you must use run_dialog(0 or 1) to make the box come up, and you should use reset_dialog() before all the add_dialog_str calls to clear away all of your old dialog boxes. EDIT: Realized that perhaps I should explain that message_dialog is sort of like a quick and easy dialog box, with no choices for the player. Any dialog boxes you want to make more complicated (add/remove strings based on what has/hasn't happened, give the party more choices, have a message more than 510 characters long), you'll have to do manually with add_dialog_str and whatnot. See the appendix for details. Also realized that I'm a journeyman now! :D [ Saturday, July 10, 2004 10:11: Message edited by: Prophet_of_Doom ] Posts: 293 | Registered: Saturday, May 29 2004 07:00 |
Apprentice
Member # 3361
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written Sunday, July 11 2004 07:11
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Thank you! I knew about the choices, but I realize my problem was that I was trying to use message_dialog in a conditional statement. Posts: 21 | Registered: Sunday, August 17 2003 07:00 |