Richtige Dialoge

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Killer Bonsai
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Richtige Dialoge

Beitrag von Killer Bonsai »

Da mir jemand gesagt hat das die Frage hier her gehört stelle ich die sie einfach nochmal.

Da ich auch noch relativ neu bin im umgang mit AGS, kenne ich nur die Tutorials und da steht nicht drin wie man einen richtigen Dialog macht.
Dammit meine ich das man, wie in Monkey Island, sachen auswählen kann die der Charackter dann sagt. Und dann natürlich darauf eine Antwort kriegt.
Ich würde mich freuen wenn ihr mir helfen würdet
MFG: Killer Bonsai
Das Leben ist scheiße,
hat aber ne sau geile Grafik.
;)
Totoro
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Beitrag von Totoro »

Dafür gibt es extra in AGS den Dialog-Editor. Schon gesehen? Dort kannst du einen Dialog basteln (wie das geht steht in der Hilfe oder du lädst dir ein open-source spiel runter und guckst es dir dann an). Jeder Dialog hat eine Nummer. Wenn dann im Spiel etwas passiert, das den dialog auslöst, musst du einfach den befehl geben, dass der entsprechende dialog mit der jeweiligen nummer starten soll.
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Killer Bonsai
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Beitrag von Killer Bonsai »

Ja den Dialog Editor hab ich schon gesehen.
Genau das ist ja mein Problem ich weiß nicht wie ich angeben soll das jetzt dieser Dialog kommt. Also das man wie in einem menu auswählen kann was man sagen möchte.
Das Leben ist scheiße,
hat aber ne sau geile Grafik.
;)
Totoro
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Beitrag von Totoro »

Aus der Anleitung:

While the old Sierra games were mainly based on action and not talking, the Lucasarts games took the opposite approach.
If you want to create a game with conversations where the player can choose from a list of optional topics to talk about, you can now with the new Dialog Editor. Go to the "Dialogs" pane.

Conversations are made up of Topics. A "topic" is a list of choices from which the player can choose. You may have up to 30 choices in a topic. However, not all of them need to be available to the player at the start of the game - you can enable various options for conversation once the player has said or done other things. For example, when you talk to the man in the demo game, the first option is just "Hi". Once he has said this, however, a new option becomes available.

The Dialog Editor is quite self-explanitory - you view one topic at a time, using the list on the left to choose the current topic. Then, you see the list of options for the current topic on the right. Each option has a couple of checkboxes to its right:

The "Show" column specifies whether that option is available to the player at the start of the game.
The "Say" column defines whether the character says the option when the player clicks it. The default is on, but if you want options describing the player's actions rather than the actual words, you may want to turn this column off for that dialog.
You control what happens when the player chooses an option by clicking the "Edit script" button. This is NOT the same script language as the main text scripts use - it is a much simplified and easier to understand language specific to dialogs.
Each topic has its own script file. When you click "Edit script" for the first time on a topic, all you will see is a number of lines starting with an '@' symbol. In the dialog script, these signify the starting points of the script for each option. For example, when the player clicks on option 3, the script will begin on the line following "@3". There is also a special starting point, called "@S". This is run when the conversation starts, before any choices are given to the player. This could be used to display a "Hello" message or something similar.

To display some speech, you begin the line with the character's SCRIPT NAME (not full name), followed by a colon, then a space, and then what you want them to say. For example, if my main character's script name is EGO, I would write

ego: "I am very happy today because it's my birthday."

The character name is used by the system to choose the correct colour for the text. You can have as many lines of speech like this as you want within the script.
You can also use the special character name "narrator", which displays the text in the pop-up message box instead of as speech text; and the alias "player", which will say it as the current player character - useful if you don't know which character the player will be controlling when they speak the conversation.

If you just use ... as the text for a character to say, the game will pause briefly as if they are stopping to think, and nothing will be displayed.

To signal the end of the script for this option, place a "return" command on the last line of it. For example,

@1
ego: "Hello. How are you?"
narrator: The man looks you in the eye.
otherman: ...
otherman: "I'm fine."
return

This tells the program to go back and display the choices again to the player. If you use "stop" instead of return, then the conversation is ended. You use this after the player saying "Goodbye" or something similar.
The dialog commands available are:

add-inv X
Adds inventory item X to the current player's inventory. This does the same thing as the AddInventory text script command, but is provided here because it is frequently used in dialogs.
give-score X
Gives the player X points, and plays the score sound if appropriate.
goto-dialog X
Switches the current topic to Topic X, and displays the current list of choices for that topic.
goto-previous
Returns to the previous topic that this one was called from.
lose-inv X
Removes inventory item X from the current player's inventory. This does the same thing as the LoseInventory text script command, but is provided here because it is frequently used in dialogs.
new-room X
Takes the player to room X, and aborts the conversation. Since this does not allow you to specify co-ordinates, you may need to use some Player Enters Screen logic in the target screen to place the character properly.
option-off X
Turns option X for the current topic off, meaning it won't be displayed in the list of choices next time.
option-off-forever X
Turns option X off permanently. It will never again be displayed, not even if an "option-on" command is used.
option-on X
Turns option X for the current topic on, including it in the list of choices to the player next time they are displayed.
play-sound X
Plays sound effect X, similar to the Play Sound interaction command.
return
Stops the script and returns to the list of choices.
run-script X
Runs global text script function "dialog_request", with X passed as the single parameter. This allows you to do more advanced things in a dialog that are not supported as part of the dialog script. The "dialog_request" function should be placed in your game's global script file, as follows:

function dialog_request (int xvalue) {
// your code here
}

set-globalint GI VAL
Changes text script GlobalInt number GI to have the value VAL. This is equivalent to the SetGlobalInt text script command, and allows you to quickly set things without having to go through a run-script just to set an int value.
set-speech-view NAME X
Changes character NAME's talking view to X. NAME must be their script name, and X is the number of the new talking view. Use this to easily change their facial expression during a conversation.
stop
Stops the conversation and returns the player to the game.
For an example of a dialog script, load the demo game into the editor and look at the script for its topic 0.
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Killer Bonsai
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Beitrag von Killer Bonsai »

Ok thx
das hat mir sehr weiter geholfen :lol:
Das Leben ist scheiße,
hat aber ne sau geile Grafik.
;)
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