Originally Posted by Cromcrom
That's great already, thanks a lot. Do you know if you can start a dialogue through activating an inventory item ?
Otherwise, what you describe sounds really good. And the fact that there are more mods on the workshop in 2 or 3 days, than there were in years for the first one, is a tribute to how moddable it can be.
I might fall to the temptation then ^^


This is how we implemented dialog with an item in our demo mod:

1. Under the Item State->Use Actions property of the item, within the drop down menu for actions, choose "Story_Use" and add "Send a use event to Osiris".

2. In one of your story scripts, add the following to an INIT block:

Quote
DB_Dialogs(ITEMGUID_<Name>_<GUID>, "dialog name");


This will assign the dialog file "dialog name" to the item referenced by its GUID.

3. Somewhere in the KB section of your story scripts:

Quote
IF
CharacterUsedItem(_char, ITEMGUID_<Name>_<GUID>)
THEN
Proc_StartDialog(1,"dialog name", _char);




DOS2 Mods: Happily Emmie After and The Noisy Crypt

Steam Workshop
Nexus Mods