Difference between revisions of "Category:Dialogue"

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imported>Pkleiss
imported>Pkleiss
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**'''Say Once:''' This info is only said once by any given actor. Once spoken, that actor will never say it again. However, a different actor that qualifies may say it.
**'''Say Once:''' This info is only said once by any given actor. Once spoken, that actor will never say it again. However, a different actor that qualifies may say it.
**'''Say Once a Day:''' If checked, this info will only be played once per "day" per actor. For example, you may want to have a barterer say, "Welcome to my shop" and then not repeat the same message until the next day. Note, if an info is conditioned to a faction, each of the members in the faction can say it once a day. The length of a day is set by the fSayOncePerDayInfoTimer gamesetting to be 12 hours.
**'''Say Once a Day:''' If checked, this info will only be played once per "day" per actor. For example, you may want to have a barterer say, "Welcome to my shop" and then not repeat the same message until the next day. Note, if an info is conditioned to a faction, each of the members in the faction can say it once a day. The length of a day is set by the fSayOncePerDayInfoTimer gamesetting to be 12 hours.
**'''Always Darken:''' Checking this flag will make the player propmt appear shaded out as if the option has already been selected once before.
**'''Always Darken:''' Checking this flag will make the player prompt appear shaded out as if the option had already been selected once before.
**'''Info Refusal:''' When this flag is checked, the player prompt will remain highlighted the next time it is displayed as opposed to shaded out, as is normally the case. This is especially useful when the the player prompt leads to several more dialogue options that the player may not have selected yet in a repeatable conversation.
**'''Info Refusal:''' When this flag is checked, the player prompt will remain highlighted the next time it is displayed as opposed to shaded out, as is normally the case. This is especially useful when the the player prompt leads to several more dialogue options that the player may not have selected yet in a repeatable conversation.
**'''Goodbye:''' When this info is completed, the actor leaves dialogue.
**'''Goodbye:''' When this info is completed, the actor leaves dialogue.
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