Quote:
<SpeechEntry>
<EntryNumber>15</EntryNumber>
<ID>34</ID>
<Text>Here is your weapon.</Text>
<Action>GIVE/weapon1</Action>
<Keywords>weapon</Keywords>
<DependsOn>33</DependsOn>
</SpeechEntry>
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weapon1 is just an item class name, like longsword, or axe, or katana.
You would have to have a script that defined an item class named weapon1.
This would have been clearer perhaps.
Code:
<SpeechEntry>
<EntryNumber>15</EntryNumber>
<ID>34</ID>
<Text>Here is your weapon.</Text>
<Action>GIVE/longsword</Action>
<Keywords>weapon</Keywords>
<DependsOn>33</DependsOn>
</SpeechEntry>
<SpeechEntry>
<EntryNumber>16</EntryNumber>
<ID>34</ID>
<Text>Here is your weapon.</Text>
<Action>GIVE/mace</Action>
<Keywords>weapon</Keywords>
<DependsOn>33</DependsOn>
</SpeechEntry>
<SpeechEntry>
<EntryNumber>17</EntryNumber>
<ID>34</ID>
<Text>Here is your weapon.</Text>
<Action>GIVE/katana</Action>
<Keywords>weapon</Keywords>
<DependsOn>33</DependsOn>
</SpeechEntry>
Quote:
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Or would i need to expand and give a unique id to each name weapon/armor/jewlery instead of them all being id 33 so I could keep the original name of the item and the dependson would = the one word and since there is multi items it would choose only one.
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sorry, I'm not really following all of that. The DependsOn key refers to the ID number of another speech entry. It has to be a number, not a word.
It determines the order in which speech entries will be processed. So if DependsOn for an entry is 33, then that entry wont be processed until the entry with ID 33 has been completed.
In the present example the entry with ID 33 looks like this
Code:
<SpeechEntry>
<EntryNumber>10</EntryNumber>
<ID>33</ID>
<Text>Your choices are: Armor, Weapon, Jewelry.</Text>
<DependsOn>3</DependsOn>
<Pause>2</Pause>
</SpeechEntry>
so the entries that give out weapons will not be processed until this one finishes.
Since they all depend on the same entry (33), and they are triggered by the same keywords (weapon), one of them will be randomly selected.