New feature: additional dialogue allows modders to play additional dialogue on man occasions, including reactions to other people speaking

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=351982&#msg_351982 and for a demonstration http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=351981&#msg_351981

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2400 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2018-01-10 23:40:24 +00:00
parent be24008f68
commit 30759b3e7f
+168 -5
View File
@@ -17,7 +17,7 @@ Facts =
FACT_KINGPIN_KNOWS_MONEY_GONE = 103,
FACT_PLAYER_REPAID_KINGPIN = 104,
FACT_KINGPIN_NOT_IN_OFFICE = 256,
FACT_PLAYER_KNOWS_ABOUT_BLOODCAT_LAIR = 335,
}
Attitude =
@@ -66,21 +66,99 @@ Quests =
}
Profil =
{
{
LYNX = 2,
GRUNTY = 6,
SIDNEY = 15,
BUNS = 17,
ICE = 18,
HITMAN = 22,
RAIDER = 24,
RAVEN = 25,
STEPHEN = 30,
THOR = 35,
SCOPE = 36,
GUMPY = 45,
MIGUEL = 57,
CARLOS = 58,
IRA = 59,
DIMITRI = 60,
DIMITRI = 60,
DEVIN = 61,
ROBOT = 62,
HAMOUS = 63,
SLAY = 64,
DYNAMO = 66,
SHANK = 67,
IGGY = 68,
VINCE = 69,
CONRAD = 70,
MADDOG = 72,
DARREL = 73,
PERKO = 74,
DEIDRANNA = 75,
AUNTIE = 76,
CARMEN = 78,
JOE = 79,
STEVE = 80,
RAT = 81,
ANNIE = 82,
CHRIS = 83,
BOB = 84,
BRENDA = 85,
KINGPIN = 86,
DARREN = 87,
MARIA = 88,
ANGEL = 89,
JOEY = 90,
JOEY = 90,
TONY = 91,
FRANK = 92,
SPIKE = 93,
DAMON = 94,
KYLE = 95,
MICKY = 96,
SKYRIDER = 97,
PABLO = 98,
SAL = 99,
FATHER = 100,
FATIMA = 101,
WARDEN = 102,
GORDON = 103,
GABBY = 104,
ERNEST = 105,
FRED = 106,
MADAME = 107,
YANNI = 108,
MARTHA = 109,
JOE = 110,
JASMIN = 111,
CHARLIE = 112,
JAKE = 113,
PACOS = 114,
DAVE = 115,
SKIPPER = 116,
HANS = 117,
JOHN = 118,
MARY = 119,
GENERAL = 120,
SERGEANT = 121,
ARMAND = 122,
LORA = 123,
FRANZ = 124,
HOWARD = 125,
SAM = 126,
ELDIN = 127,
ARNIE = 128,
TINA = 129,
FREDO = 130,
WALTER = 131,
JENNY = 132,
BILLY = 133,
BREWSTER = 134,
ELLIOT = 135,
DEREK = 136,
OLIVER = 137,
WALDO = 138,
DOREEN = 139,
JIM = 140,
JACK = 141,
OLAF = 142,
@@ -88,6 +166,23 @@ Profil =
OLGA = 144,
TYRONE = 145,
MADLAB = 146,
KEITH = 147,
MATT = 148,
MIKE = 149,
DARYL = 150,
HERVE = 151,
PETER = 152,
ALBERTO = 153,
CARLO = 154,
MANNY = 155,
OSWALD = 156,
CALVIN = 157,
CARL = 158,
LAURA = 175,
RUDOLF = 177,
NO_PROFILE = 200,
MOUSE = 245,
STELLA = 248,
}
What =
@@ -1485,4 +1580,72 @@ function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bL
end
end
-- tpyes of weather
Weather =
{
WEATHER_FORECAST_NORMAL = 0,
WEATHER_FORECAST_RAIN = 1,
WEATHER_FORECAST_THUNDERSHOWERS = 2,
WEATHER_FORECAST_SANDSTORM = 3,
WEATHER_FORECAST_SNOW = 4,
};
-- skills
Skill =
{
-- radio operator
SKILLS_RADIO_ARTILLERY = 0,
SKILLS_RADIO_JAM = 1,
SKILLS_RADIO_SCAN_FOR_JAM = 2,
SKILLS_RADIO_LISTEN = 3,
SKILLS_RADIO_CALLREINFORCEMENTS = 4,
SKILLS_RADIO_TURNOFF = 5,
-- various
SKILLS_SPOTTER = 6,
SKILLS_FOCUS = 7,
SKILLS_DRAG = 8,
};
-- different dialogue action events
DialogueActionEvent =
{
ADE_DISCOVER_ROOM = 0, -- merc is the 1st one to explore this room, aData1 indicates the room in this event
ADE_DIALOGUE_REACTION = 1, -- someone else used a line, and we might answer to that, aData1 indicates the profile number in this event, aData2 indicates the specific voice line we react to
ADE_OMERTA_ENTRY = 2, -- similar to an IMP, we can comment upon the initial Omerta landing
ADE_SECTOR_COMMENTARY = 3, -- similar to the rebel's quotes, this is called upon visiting a sector for the first time (if no rebel does their quote first)
ADE_MERCHANT_CHAT = 4, -- we greet a merchant (used with non-profile merchants, in order to be a bit more lively)
ADE_DIALOGUE_NPC_FRIENDLY = 5, -- in a conversation, we can say something when clicking on a button
ADE_DIALOGUE_NPC_DIRECT = 6,
ADE_DIALOGUE_NPC_THREATEN = 7,
ADE_DIALOGUE_NPC_RECRUIT = 8,
ADE_DIALOGUE_NPC_REPEAT = 9,
ADE_DIALOGUE_RPC_RECRUIT_SUCCESS = 10, -- we've successfully recruited an RPC, and might comment on that
ADE_SEX = 11, -- does exactly what you think it does
ADE_WEATHERCHANGE = 12, -- the weather has changed in the current sector, and we can warn the player about that, aData1 is of Weather
ADE_SKILL_RESULT = 13, -- we used a skill, and comment on the result, aData1 is of Skill, aData2 indicates whether it was a success (1) or failure (0)
ADE_GRENADEWARNING = 14, -- a delayed enemy grenade was dropped nearby, and we can shout a warning
}
-- functions used here:
-- ubProfile: profile number of merc (don't change that unless you know what to do)
-- iFaceIndex: index (don't change that unless you know what to do)
-- path: path and name of soundfile we want to play (in .wav or .ogg format)
-- text: "Text that should appear"
-- SetAdditionalDialogue(ubProfile, iFaceIndex, path, text)
-- Do not use this function in any lua calls outside of HandleAdditionalDialogue(..)!
--
-- path: path and name of soundfile we want to play (in .wav or .ogg format)
-- volume: optional sound volume (65: medium volume, 127: loud), default 65
-- PlaySound(path, volume)
-- handle
-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates
-- ubProfile is the merc for whom this is called
-- iFaceIndex is the face of the merc. DON'T CHANGE THIS UNLESS YOU KNOW WHAT YOU ARE DOING!
-- usEventNr indicates which event from DialogueActionEvent is used here
-- aData1, aData2, aData3 are additional data, see event description on what they do in each event
function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFaceIndex, usEventNr, aData1, aData2, aData3 )
end