Author Topic: RE: Neat Little One-Liner Trick  (Read 375 times)

Legacy_Pstemarie

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RE: Neat Little One-Liner Trick
« on: November 03, 2015, 11:14:34 am »


               

Possibly this has been done before, but...


 


I've discovered that it's possible to use the Henchman One-Liners and Interjections from SoU and HotU with objects other than henchmen. For an area I'm working on, I needed some text to appear that described certain conditions the PC was seeing laid out before him/her. I put down a generic trigger, assigned the "null human" portrait to it, then gave it an Onenter script to start a conversation with the PC when they entered the trigger.


 


Simple enough - however, I didn't want to use multiple one-line conversations for each trigger, as it was possible I could have many in an area. With this in mind, I turned my eye to the Henchman One-Liners and Interjection system built into the expansions. By assigning the script "x0_d2_hen_line1" as the StartingConditional script of the first line in the conversation, I was able to flag that conversation node as a one-liner (use "x0_d2_hen_line2" for one-liner 2 and so on). I then assigned "x0_d1_hen_noline" as the ActionTaken script to the same node (this turns off the one-liner for the trigger). The last step was to assign the integer variable X0_CURRENT_ONE_LINER to the trigger and give it a value equal to the conversation node I wanted to be displayedv (in this case a "1"). 


 


The tutorial by Huntsman in the Lexicon - Huntsman - Guide To Henchmen: One Liners And Interjections - has much more detailed information.



               
               

               
            

Legacy_Verilazic

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RE: Neat Little One-Liner Trick
« Reply #1 on: November 04, 2015, 12:35:17 pm »


               

I didn't notice that in the lexicon before! I know what I'm reading today. '<img'>