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Offline Fatalist

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Action lines in .dlg files
« on: January 13, 2017, 08:08:15 am »
Can anyone tell me what they mean. Sometimes context helps me figure it out, but let's take a mercurio.dlg for example. What is G.Extra_Lines means? How can I get 102nd line in this dialog, for example? What means G.Mercurio_Ambulance? Why 34th line have G.Mercurio_Ambulance == 0, and 3rd line is not?

What G.Trip_Guns, G.Trip_Bye etc. means in trip.dlg? What is TripStoryState?

Can anyone explaine what all those line means? I mean in other .dlg files too, not only examples above.

Offline Malkav

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Re: Action lines in .dlg files
« Reply #1 on: January 13, 2017, 09:22:15 am »
These are global variables. The game uses them to determine when certain events will be triggered. In the case of dialog files the dialog engine checks these variables in the "conditions" column to decide if the line is shown. In the "actions" column, variables are set.
Co Author of Camarilla Edition Mod

Offline Fatalist

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Re: Action lines in .dlg files
« Reply #2 on: January 13, 2017, 04:55:09 pm »
Yeah, but still. Let's take mercurio.dlg for example. How can I get lines with G.Extra_Lines == 1 in Condition column? What do I need to say to him to get line 102 in dialog options for example?

Offline Wesp5

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Re: Action lines in .dlg files
« Reply #3 on: January 13, 2017, 05:28:31 pm »
How can I get lines with G.Extra_Lines == 1 in Condition column?

G.Extra_Lines is enabled by the UP by default. It seems Troika wanted to hide or disable some lines for whatever reasons, but they have been visible for everyone since the earliest patches.

Offline Fatalist

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Re: Action lines in .dlg files
« Reply #4 on: January 18, 2017, 01:48:36 am »
How can I get line 161 in e.dlg: "We'd appreciate it. Oh, 'fore I forget, name's E. The black-haired beauty over there's Rosa. Sees the future, so she says. That nervous bloke is Copper, and the one who can't speak so well's Julius. Kid's gloves with them, they've had it rough."? Seems possible, but I can't get line 129 which leads to line 161.

Offline Icicle

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Re: Action lines in .dlg files
« Reply #5 on: January 18, 2017, 01:49:46 am »
How can I get line 161 in e.dlg: "We'd appreciate it. Oh, 'fore I forget, name's E. The black-haired beauty over there's Rosa. Sees the future, so she says. That nervous bloke is Copper, and the one who can't speak so well's Julius. Kid's gloves with them, they've had it rough."? Seems possible, but I can't get line 129 which leads to line 161.

Open the .dlg in a text editor

Do a find for "161"

Repeat the find until you hit the line that starts with { 161 }

you're there

Offline Fatalist

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Re: Action lines in .dlg files
« Reply #6 on: January 18, 2017, 07:30:08 am »
Obviously. And that's a line 129. But it won't work in practice. I guess I'm missing something. Some condition, or action, or something else. Too bad you can't find previous line(s) in Bloodlines Dialogue Editor.

Also, how can I get lines 2 & 3 in trip.dlg? It's not even a part of dialogue and have npc.times_talked == 0 condition. I guess it's just not used, dead lines. Also, how can I get 12th line? It has G.Mercurio_Trip condition, but I don't see any G.Mercurio_Trip action or any way how to get this condition.

Oh, and I play with official patch 1.2.

Offline Icicle

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Re: Action lines in .dlg files
« Reply #7 on: January 18, 2017, 07:57:13 am »
Obviously. And that's a line 129. But it won't work in practice. I guess I'm missing something. Some condition, or action, or something else. Too bad you can't find previous line(s) in Bloodlines Dialogue Editor.

Also, how can I get lines 2 & 3 in trip.dlg? It's not even a part of dialogue and have npc.times_talked == 0 condition. I guess it's just not used, dead lines. Also, how can I get 12th line? It has G.Mercurio_Trip condition, but I don't see any G.Mercurio_Trip action or any way how to get this condition.

Oh, and I play with official patch 1.2.

Find the line that leads to 129 by searching for 129 in the .dlg.

If there isn't one, you can't get to it without adding your own way of getting to it.

Offline Wesp5

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Re: Action lines in .dlg files
« Reply #8 on: January 18, 2017, 08:43:48 am »
Also, how can I get lines 2 & 3 in trip.dlg? It's not even a part of dialogue and have npc.times_talked == 0 condition. I guess it's just not used, dead lines.

These were indeed unused lines but have been restored by the Unofficial Patch a long time ago already.

Quote
Also, how can I get 12th line? It has G.Mercurio_Trip condition, but I don't see any G.Mercurio_Trip action or any way how to get this condition.

The G variables can be set in any other dlg file or even in Python or the maps themselves. So this is probably set when you talk to Mercurio.

Quote
Oh, and I play with official patch 1.2.

And why is that?

Offline Fatalist

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Re: Action lines in .dlg files
« Reply #9 on: January 18, 2017, 06:14:38 pm »
"Find the line that leads to 129 by searching for 129 in the .dlg."
Once again, this is obvious. I wonder if there any programs that can help to find previous line(s). Like "Next Line" option in Bloodlines Dialogue Editor, but vice versa.

"And why is that?"
I wanna know original bugs. I wanna see how it works in original game. I know about pacthes, and I have completed the game many times, with and without a patch. But I don't wanna argue about official vs. unofficial patch. I wanna know why I can't 571 line for example in trip.dlg. I got to this point, but it's G.Mercurio_Trip == 1 in condition, and I don't know how to get that condition, 'cause there's know lines with "G.Mercurio_Trip = 1" in action lines, only "G.Mercurio_Trip = 2".

Offline Icicle

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Re: Action lines in .dlg files
« Reply #10 on: January 18, 2017, 06:17:10 pm »
"Find the line that leads to 129 by searching for 129 in the .dlg."
Once again, this is obvious. I wonder if there any programs that can help to find previous line(s). Like "Next Line" option in Bloodlines Dialogue Editor, but vice versa.

Your reading comprehension seems a little hampered, bud. I just told you how to find the previous line and you just snap back with "oh it's obvious". Riiight good one...

Everything I have answered you with would tell you exactly how to deal with the 'problem' you are facing (you don't realize you are already staring directly into the solution).
« Last Edit: January 18, 2017, 06:30:43 pm by Icicle »

Offline Fatalist

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Re: Action lines in .dlg files
« Reply #11 on: January 18, 2017, 06:54:56 pm »
OK. Let's do it how you said.

So I wanna know, for example, how to get line 593 in trip.dlg. It's one of the answers to line 591. Line 591 is a dialogue starter with condition G.Trip_TT > 0. I've talked to Trip more than once. Know he's starting with line 591: "Thanks for coming back. What'd ya need?" But I don't have line 593 for the answer: "Mercury, fleet-footed deity, he has sent me for the opiate." (I'm Malkavian). This line have condition G.Mercurio_Trip == 1 and G.Story_State < 10 and IsClan(pc,"Malkavian"). The only way to get this line is to get the line with G.Mercurio_Trip = 1 in action before, right? But I don't see any. Is it a broken line which you can't get because there's no line with G.Mercurio_Trip = 1 in whole trip.dlg (and in mercurio.dlg too, I've cheked this too)?

Offline Icicle

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Re: Action lines in .dlg files
« Reply #12 on: January 18, 2017, 07:06:11 pm »
OK. Let's do it how you said.

So I wanna know, for example, how to get line 593 in trip.dlg. It's one of the answers to line 591. Line 591 is a dialogue starter with condition G.Trip_TT > 0. I've talked to Trip more than once. Know he's starting with line 591: "Thanks for coming back. What'd ya need?" But I don't have line 593 for the answer: "Mercury, fleet-footed deity, he has sent me for the opiate." (I'm Malkavian). This line have condition G.Mercurio_Trip == 1 and G.Story_State < 10 and IsClan(pc,"Malkavian"). The only way to get this line is to get the line with G.Mercurio_Trip = 1 in action before, right? But I don't see any. Is it a broken line which you can't get because there's no line with G.Mercurio_Trip = 1 in whole trip.dlg (and in mercurio.dlg too, I've cheked this too)?

It's pretty simple man. The conditions part of the dialog is what makes it a displayed response or not, so:

If your line has that condition (mine doesn't, you're using a much older patch so yours is different)...

You have to make the conditions all true, or the line won't come up for you.

Before you enter dialog with Trip, open console (press tilde ~) and type this:
G.Mercurio_Trip = 1
G.Story_State = 9
Then press tilde again to close the console (it the game is paused, you'll have to type "pause" in the console to unpause it).

This will make G.Mercurio_Trip = 1 and G.Story_State = 9, which fulfills the conditions you mentioned.

If you got those conditions wrong in your post or whatever then this won't do it. But if you said them right it will.

There's nothing more to it than that.

Offline Fatalist

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Re: Action lines in .dlg files
« Reply #13 on: January 18, 2017, 08:00:50 pm »
I don't wanna get this line through console. I wanna know how to get this line, playing the game without console, cheating etc. And ONLY in official patch 1.2. Because if there are bugs, mistakes etc. in some conditions, I just wanna know that OK, you can't get to this line without installing unofficial patch.

Offline Icicle

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Re: Action lines in .dlg files
« Reply #14 on: January 18, 2017, 08:26:05 pm »
I don't wanna get this line through console. I wanna know how to get this line, playing the game without console, cheating etc. And ONLY in official patch 1.2. Because if there are bugs, mistakes etc. in some conditions, I just wanna know that OK, you can't get to this line without installing unofficial patch.

I don't think anybody plays with a patch that old anymore besides you so lots of luck

 

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