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#535724 03/08/14 01:00 AM
Joined: Aug 2014
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stranger
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Joined: Aug 2014
So I'm assuming this is a really simple thing to do but forgive me, I'm new to this laugh. So pretty much what I want to do is have an item in the world and when you click it a dialogue box shows up with text that I write. An easy example of this are the tombstones in the main game. I've looked in the Main Module for some hint of guidance and an item similar in effect to mine had the "Send a use event to Osiris" in its OnUseActions, but I have no idea where to go from there. Any help is appreciated!

Joined: Jul 2014
enthusiast
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Joined: Jul 2014
Hi!

One way to accomplish this (there may be other, better ways!) is using the TranslatedStringKey Editor.

[Linked Image]

Open it up with using the button boxed in red on the image and create a new thingy with File>New. Then enter your displayed dialog in 'content' and put the name of the text in 'key' (this key being how you'll reference your displayed dialog in the Story Editor.

Drop down your item (gravestone, whatever), make it Global, give it a displayname (it needs one as it will show up in the chatbox) and in OnUseActions, select 'Story_Use' (it's called something like that).

Then in your StorEditor, add code

Code
IF
CharacterUsedItem(_player,name_of_your_global_item)
THEN
ItemDisplayText(name_of_your_global_item,"key_used_earlier");


Should work!

And ignore the passive aggressive text from my test gravestone. I'm just venting some frustration caused by my dialogs breaking in my own module. :p


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Joined: Aug 2014
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stranger
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Worked perfectly, I really appreciate it, thanks a billion tons!!!

Last edited by Daphreak; 03/08/14 07:45 AM.

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