Adding to NPC Conversations without Rewriting Everything?

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Knight Captain
Posts: 1219
Joined: Thu May 14, 2020 1:34 pm

Adding to NPC Conversations without Rewriting Everything?

Post by Knight Captain »

Is it possible to add to or even change some of an NPC's conversation topics without completely re-writing the entire conversation in new code? For example, if we wanted to update Bucia's conversation about Rotoluncia's death, how can that be done without re-doing the entire thing?
marzo
Site Admin
Posts: 1925
Joined: Thu May 14, 2020 1:34 pm

Re: Adding to NPC Conversations without Rewriting Everything

Post by marzo »

It is not possible.
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Marzo Sette Torres Junior
aka Geometrodynamic Dragon
[url=http://www.catb.org/~esr/faqs/smart-questions.html]How To Ask Questions The Smart Way[/url]
Knight Captain
Posts: 1219
Joined: Thu May 14, 2020 1:34 pm

Re: Adding to NPC Conversations without Rewriting Everything

Post by Knight Captain »

So it was only possible to make luther_return_shield.uc because it was done as its own function 0x848 in the original Usecode, as opposed to part of Luther's main function?
marzo
Site Admin
Posts: 1925
Joined: Thu May 14, 2020 1:34 pm

Re: Adding to NPC Conversations without Rewriting Everything

Post by marzo »

Yes.
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Marzo Sette Torres Junior
aka Geometrodynamic Dragon
[url=http://www.catb.org/~esr/faqs/smart-questions.html]How To Ask Questions The Smart Way[/url]
Knight Captain
Posts: 1219
Joined: Thu May 14, 2020 1:34 pm

Re: Adding to NPC Conversations without Rewriting Everything

Post by Knight Captain »

With that in mind, I took at look at the annoying incorrect riddle answer Draxinar accepts, but I can't get the number-selection slider to appear. It looks like Func095D is what does it, but I can't get it to process the four vars to give back a single var answer.
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