Unofficial Wonderland Adventures Editor Guide
- Wonderland King
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I'm confused about something:
How do I make a dialogue where someone says something, stays in the same position, and then if you talk to them again they say something else?
For instance, the dancers in Wondertown in WA1. After you talk to them and tell them if you like their performance, they say something different after that. I'm lost here.
Thanks,
WK.
How do I make a dialogue where someone says something, stays in the same position, and then if you talk to them again they say something else?
For instance, the dancers in Wondertown in WA1. After you talk to them and tell them if you like their performance, they say something different after that. I'm lost here.
Thanks,
WK.
There's a CMD for it, If I recall, it was CMD 22 (Correct me if I'm wrong).
I don't remember the datas functions, though. Ithink you must check the MS dialogue tutorial.
I don't remember the datas functions, though. Ithink you must check the MS dialogue tutorial.
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- Wonderland King
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Thanks, but which data? I tried the first Data option, in which I entered 5, the number of the desired interchange. But it doesn't take me to interchange 5. It takes me to a blank interchange, where the character says nothing, and I have no responses to choose from. What am I doing wrong? (If it helps, the NPC originally starts at dialog 2. After I say a certain thing, I want his default interchange to be dialog 5.)
Thanks,
WK.
Thanks,
WK.
WK, to fix your problem do these steps:
1. Set the ID of the NPC that you want it to say something else after you finish talking to it to 7 for example (you can change this number)
2. Create a dialogue for the text the desired NPC will say when you first talk to him (say dialogue 23, you can change this number), and another dialogue for what you want the same NPC to say when you talk to him the next time you want to talk to him (say dialogue 24, you can change this number)
3. In the last intercharge of Dialogue 23 (The first dialogue of the NPC), set the CMD to 62, then set data1 to 7 (ID of the NPC) , then set data 2 to 24 (The second dialogue), then set both data3 and data4 to -1 (None).
There is another way to do it via CMD 22, but I'm too lazy to write it right now.
1. Set the ID of the NPC that you want it to say something else after you finish talking to it to 7 for example (you can change this number)
2. Create a dialogue for the text the desired NPC will say when you first talk to him (say dialogue 23, you can change this number), and another dialogue for what you want the same NPC to say when you talk to him the next time you want to talk to him (say dialogue 24, you can change this number)
3. In the last intercharge of Dialogue 23 (The first dialogue of the NPC), set the CMD to 62, then set data1 to 7 (ID of the NPC) , then set data 2 to 24 (The second dialogue), then set both data3 and data4 to -1 (None).
There is another way to do it via CMD 22, but I'm too lazy to write it right now.
Previous Adventure:Time Out
Latest Adventure:Please Don't Feed The Dinosaurs!
Upcoming Adventure: History Lessons
Latest Adventure:Please Don't Feed The Dinosaurs!
Upcoming Adventure: History Lessons
Whoa, you're going waaaaay too advanced here.Yzfm wrote:WK, to fix your problem do these steps:
1. Set the ID of the NPC that you want it to say something else after you finish talking to it to 7 for example (you can change this number)
2. Create a dialogue for the text the desired NPC will say when you first talk to him (say dialogue 23, you can change this number), and another dialogue for what you want the same NPC to say when you talk to him the next time you want to talk to him (say dialogue 24, you can change this number)
3. In the last intercharge of Dialogue 23 (The first dialogue of the NPC), set the CMD to 62, then set data1 to 7 (ID of the NPC) , then set data 2 to 24 (The second dialogue), then set both data3 and data4 to -1 (None).
There is another way to do it via CMD 22, but I'm too lazy to write it right now.
Wonderland King, can you tell me in ONE CLEAR SENTENCE what you need doing? I'm sure we can help you, but I think we're all a bit confused at the moment.
YOU'VE GOT TO BE KIDDING ME!
Sorry to rage, but there's a MUCH easier way to do this!
Set the FUNC of the interchange to 1, then set the Data (just Data with no numbers) to the desired interchange. This is achieved in the actual dialogue editor, not the general commands.
You don't need any commands to do this. Just simply change the function and the data inside the dialogue editor. This is one of the basic things you can do. Did you take a look at the tutorials?
Sorry to rage, but there's a MUCH easier way to do this!
Set the FUNC of the interchange to 1, then set the Data (just Data with no numbers) to the desired interchange. This is achieved in the actual dialogue editor, not the general commands.
You don't need any commands to do this. Just simply change the function and the data inside the dialogue editor. This is one of the basic things you can do. Did you take a look at the tutorials?
If you bothered to copy and paste this signature, or zoom in, to make it possible to read, then I wasted 5-10 seconds of your life.
Agreed, FNC 1 works like a charm and is simple as... I cannot recall simpler thing right now, sorry.md wrote:YOU'VE GOT TO BE KIDDING ME!
Sorry to rage, but there's a MUCH easier way to do this!
Set the FUNC of the interchange to 1, then set the Data (just Data with no numbers) to the desired interchange. This is achieved in the actual dialogue editor, not the general commands.
You don't need any commands to do this. Just simply change the function and the data inside the dialogue editor. This is one of the basic things you can do. Did you take a look at the tutorials?
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by Giuseppe Verdi
- Wonderland King
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Bumping this just to throw in something I stumbled across recently that might prove helpful (though I imagine there are already people who have worked it out).
There's the set of 3 "Global AskAbout" commands that sort of... stand out, because of how strangely they function.
One straightforward use for these is if you have multiple Store NPCs in an adventure who sell the same items.
For instance, if you've got two stores who both have a Spy-Eye for sale, if you set the AskAbout for the Spy-Eye to "Active: 1" (and enable it via a command, of course), then when the player buys the Spy-Eye, you can just use a Global AskAbout Deactivate command to prevent the option from showing up for the other store as well.
This could also be used if you've got multiple NPCs the player can talk to for advice, with one question that you only want the player asking about once (at which point, again, global deactivate).
I don't know about the practicality of the latter, but I think the former might be what these commands are intended for. Keyword is "think", 'cause I don't know for sure.
There's the set of 3 "Global AskAbout" commands that sort of... stand out, because of how strangely they function.
One straightforward use for these is if you have multiple Store NPCs in an adventure who sell the same items.
For instance, if you've got two stores who both have a Spy-Eye for sale, if you set the AskAbout for the Spy-Eye to "Active: 1" (and enable it via a command, of course), then when the player buys the Spy-Eye, you can just use a Global AskAbout Deactivate command to prevent the option from showing up for the other store as well.
This could also be used if you've got multiple NPCs the player can talk to for advice, with one question that you only want the player asking about once (at which point, again, global deactivate).
I don't know about the practicality of the latter, but I think the former might be what these commands are intended for. Keyword is "think", 'cause I don't know for sure.
Whoa, DP/Bump.
Just found out something potentially useful for Stinker NPCs, I haven't seen this documented anywhere else.
The Exclamation variable specifies a particle effect that will appear above the NPC's head whenever the player gets close enough (I think it's within 3 tiles or so).
This way there doesn't need to be a separate mechanism in the level to make the exclamation particle appear.
(I might be the only one who's ended up having to do that because I'm an idiot and din't know what Exclamation did, but hey, posting this anyways)
Just found out something potentially useful for Stinker NPCs, I haven't seen this documented anywhere else.
The Exclamation variable specifies a particle effect that will appear above the NPC's head whenever the player gets close enough (I think it's within 3 tiles or so).
This way there doesn't need to be a separate mechanism in the level to make the exclamation particle appear.
(I might be the only one who's ended up having to do that because I'm an idiot and din't know what Exclamation did, but hey, posting this anyways)
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You can just make a custom background texture...Qloof234 wrote:Then it'd use the same background tiles for every level using the same texture. That's really the only downside to it, if you're using non-standard wall variants in the level (e.g. the Classic Wonderland tiles in the MoFI version of abstract).
If you bothered to copy and paste this signature, or zoom in, to make it possible to read, then I wasted 5-10 seconds of your life.
Bumping this back up with a PoTZ related discovery.
As I'm sure some have noticed, the player's starting direction when entering hub areas/starting adventures is variable in PoTZ. After a bit of meddling around with the Editor, I've found out:
Command 7 now uses Data4 for the player's direction, for example...
CMD: 7
Data 1: 39
Data 2: 10
Data 3: 10
Data 4: 180
... if used in the PoTZ hub, will teleport the player to the Star Town fountain area, facing up. Values start from 0 (down), going clockwise (ie. 45 is south-west, 90 is west, 135 is north-west, etc.).
It also allows for non-diagonal angles, so you can have the player looking at only a slight angle or such (provided you want to do that for some reason).
As I'm sure some have noticed, the player's starting direction when entering hub areas/starting adventures is variable in PoTZ. After a bit of meddling around with the Editor, I've found out:
Command 7 now uses Data4 for the player's direction, for example...
CMD: 7
Data 1: 39
Data 2: 10
Data 3: 10
Data 4: 180
... if used in the PoTZ hub, will teleport the player to the Star Town fountain area, facing up. Values start from 0 (down), going clockwise (ie. 45 is south-west, 90 is west, 135 is north-west, etc.).
It also allows for non-diagonal angles, so you can have the player looking at only a slight angle or such (provided you want to do that for some reason).
Double-post, but adding onto this.Qloof234 wrote:Bumping this back up with a PoTZ related discovery.
As I'm sure some have noticed, the player's starting direction when entering hub areas/starting adventures is variable in PoTZ. After a bit of meddling around with the Editor, I've found out:
Command 7 now uses Data4 for the player's direction, for example...
CMD: 7
Data 1: 39
Data 2: 10
Data 3: 10
Data 4: 180
... if used in the PoTZ hub, will teleport the player to the Star Town fountain area, facing up. Values start from 0 (down), going clockwise (ie. 45 is south-west, 90 is west, 135 is north-west, etc.).
It also allows for non-diagonal angles, so you can have the player looking at only a slight angle or such (provided you want to do that for some reason).
Through further investigation, I've also found that LevelExit arrows in PoTZ have two additional parameters - Data4, which controls rotation (same as with the CMD), and Data5. I'm not sure what the latter does, if anything, but it's there.
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- Wonderland King
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As of right now, it's not directly possible, and I don't expect it to be in the PoTZ Editor either, considering that the dialogue and button structure is the same as the old Editor (I've poked around, so I can attest to this).
If you need one interchange to do multiple things, the best thing to do is have a very fast NPC hidden somewhere in the level with the commands you want to execute as General Command buttons in front of it. Instead of calling a single command, just get the NPC to move and activate all the buttons.
If you need one interchange to do multiple things, the best thing to do is have a very fast NPC hidden somewhere in the level with the commands you want to execute as General Command buttons in front of it. Instead of calling a single command, just get the NPC to move and activate all the buttons.
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- Wonderland King
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Thanks, yot yot5, but I tried that already. Unfortunately, I needed it to be WAY faster than gates could activate. Anyway, (again, sorry for asking so many questions here) FNC 5 isn't working for me. I have a custom item (with the texture and function of a GlowGem, if that helps) with ID and FNC ID of 15. I have a dialog with FNC 5 and Data 15, but even after I collect the GlowGem, it goes one interchange ahead in the dialog, as if I never collected it. Am I doing something wrong?
It sounds like you're doing everything correctly. Try double-checking everything.Wonderland King wrote:Thanks, yot yot5, but I tried that already. Unfortunately, I needed it to be WAY faster than gates could activate. Anyway, (again, sorry for asking so many questions here) FNC 5 isn't working for me. I have a custom item (with the texture and function of a GlowGem, if that helps) with ID and FNC ID of 15. I have a dialog with FNC 5 and Data 15, but even after I collect the GlowGem, it goes one interchange ahead in the dialog, as if I never collected it. Am I doing something wrong?
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