Questbook entries are here:
..\RESOURCE\INI\TEXTS\ENGLISH\QUESTBOOK
About dialog files. You are correct, to add dialog options you need to add them in the .c files.
Here you see an piece of code from a dialog file:
Everythin in switch(Dialog.CurrentNode) will be called if the "node" is there.
These nodes are listed in the case.
So say the dialog node was "Meeting_4" then the first block of code is executed.
d.Text is the dialog text which is shown in the dialog box. DLG_TEXT[37] is an array call. All dialog lines (for this character are stored in DLG_TEXT and it now takes number 37 and shows it. Note that an array starts at 0. so the first line in a dialog .h file is DLG_TEXT[0].
The Link.l1 is the text which is shown. if you want to add a second line make sure you make the number higher. so for example Link.l2. The dialog lines will always be sorted based on the numbers.
the Link.l1.go is the node which has to be called next. So in this case it calls "Meeting_5". So if you select this dialog line the next dialog will show the second block of code.
I hope this is clear?
1 more thing to note. At the top of the .h file you'll see a number also. This is the amount of dialog lines stored in the Array. Make sure if you add lines you also change this number. It's no problem if its a bit to large, but the higher it is the more memory it will use. So please try to have it as close to the amount of lines as possible.
I sugest you edit your code with a program like Notepad++ because it will show the syntax nicely colored and helps you write your code easier with sugestions.
This reminds me I should really start working on a potc coding tutorial again...
..\RESOURCE\INI\TEXTS\ENGLISH\QUESTBOOK
About dialog files. You are correct, to add dialog options you need to add them in the .c files.
Here you see an piece of code from a dialog file:
Code:
case "Meeting_4":
d.Text = DLG_TEXT[37];
Link.l1 = DLG_TEXT[38];
Link.l1.go = "Meeting_5";
break;
case "Meeting_5":
d.Text = DLG_TEXT[39];
Link.l1 = DLG_TEXT[40];
Link.l1.go = "Meeting_6";
break;
Everythin in switch(Dialog.CurrentNode) will be called if the "node" is there.
These nodes are listed in the case.
So say the dialog node was "Meeting_4" then the first block of code is executed.
d.Text is the dialog text which is shown in the dialog box. DLG_TEXT[37] is an array call. All dialog lines (for this character are stored in DLG_TEXT and it now takes number 37 and shows it. Note that an array starts at 0. so the first line in a dialog .h file is DLG_TEXT[0].
The Link.l1 is the text which is shown. if you want to add a second line make sure you make the number higher. so for example Link.l2. The dialog lines will always be sorted based on the numbers.
the Link.l1.go is the node which has to be called next. So in this case it calls "Meeting_5". So if you select this dialog line the next dialog will show the second block of code.
I hope this is clear?
1 more thing to note. At the top of the .h file you'll see a number also. This is the amount of dialog lines stored in the Array. Make sure if you add lines you also change this number. It's no problem if its a bit to large, but the higher it is the more memory it will use. So please try to have it as close to the amount of lines as possible.
I sugest you edit your code with a program like Notepad++ because it will show the syntax nicely colored and helps you write your code easier with sugestions.
This reminds me I should really start working on a potc coding tutorial again...