- Added new additional dialogue events for commenting upon other merc's skill/kills, comment during bandaging

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23604&goto=356522&#msg_356522
- renamed dialogue enum for clarity

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8648 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2019-01-21 19:39:07 +00:00
parent 98cab67624
commit 0ab562c29e
15 changed files with 138 additions and 86 deletions
+8 -2
View File
@@ -77,10 +77,11 @@ enum DialogQuoteIDs
QUOTE_BUDDY_1_GOOD,
QUOTE_BUDDY_2_GOOD,
QUOTE_LEARNED_TO_LIKE_WITNESSED,
QUOTE_DELAY_CONTRACT_RENEWAL,
QUOTE_DELAY_CONTRACT_RENEWAL, // unused
QUOTE_NOT_GETTING_PAID = QUOTE_DELAY_CONTRACT_RENEWAL,
QUOTE_AIM_SEEN_MIKE,
QUOTE_PC_DROPPED_OMERTA = QUOTE_AIM_SEEN_MIKE,
QUOTE_NOT_GETTING_PAID_RPC = QUOTE_PC_DROPPED_OMERTA,
QUOTE_BLINDED,
QUOTE_DEFINITE_CANT_DO,
QUOTE_LISTEN_LIKABLE_PERSON,
@@ -338,7 +339,7 @@ enum AdditionalDialogEvents
{
ADE_DISCOVER_ROOM = 0, // merc is the 1st one to explore this room
ADE_DIALOGUE_REACTION, // someone else used a line, and we might answer to that
ADE_OMERTA_ENTRY, // similar to an IMP, we can comment upon the initial Omerta landing
ADE_MERC_ARRIVES, // a mercenary arrives in Arulco. aData1 is the profile of the arriving merc, aData2 is 1 if the player hasn't made contact with the rebels yet
ADE_SECTOR_COMMENTARY, // similar to the rebel's quotes, this is called upon visiting a sector for the first time
ADE_MERCHANT_CHAT, // we greet a merchant (used with non-profile merchants, in order to be a bit more lively)
ADE_DIALOGUE_NPC_FRIENDLY, // in a conversation, we can say something when clicking on a button
@@ -353,6 +354,11 @@ enum AdditionalDialogEvents
ADE_GRENADEWARNING, // a delayed enemy grenade was dropped nearby
ADE_CONSUMEITEM, // we applied an item to us
ADE_NPC_DEATH, // someone died
ADE_WITNESS_GOOD, // similar to comment upon buddy doing good.
ADE_BANDAGE_PERFORM_BEGIN, // we bandage someone, aData1 is the profile of person
ADE_BANDAGE_PERFORM_END, // we finished bandaging someone, aData1 is the profile of person
ADE_BANDAGE_RECEIVE_BEGIN, // someone bandages us, aData1 is the profile of person
ADE_BANDAGE_RECEIVE_END, // someone finished bandaging us, aData1 is the profile of person
};
// We call this function from several places. It uses the dialogue functions, but calls a Lua script to know whether something, and what, should be said