I'm kind of curious as to how you can actually tell npcs what your avatar name is, like how in the original it would be like :
What is your name?
"your name here", The Avatar
where you could tell them your actual name, or just a generic name. I can get the "name" to populate in the conversation option, but you can't click on it... how do I do this?
Avatar's name in conversations
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Avatar's name in conversations
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Re: Avatar's name in conversations
At the top of the function, define the variable:
var name;
After listing the variables, define this variable:
name = getAvatarName();
In a say line, you need to escape the string of text to use the variable:
say("@Forgive my rudeness, ", name, ". I fear I am not yet accustomed to the title of SubCommander.@");
If you want to offer the choice, like in Draxinar's conversation:
avatar_or_name = chooseFromMenu(["I am the Avatar", ("I am " + name)]);
if (avatar_or_name == "I am the Avatar")
say("@How interesting.@");
else if (avatar_or_name == ("I am " + name))
say("@I see.@");
var name;
After listing the variables, define this variable:
name = getAvatarName();
In a say line, you need to escape the string of text to use the variable:
say("@Forgive my rudeness, ", name, ". I fear I am not yet accustomed to the title of SubCommander.@");
If you want to offer the choice, like in Draxinar's conversation:
avatar_or_name = chooseFromMenu(["I am the Avatar", ("I am " + name)]);
if (avatar_or_name == "I am the Avatar")
say("@How interesting.@");
else if (avatar_or_name == ("I am " + name))
say("@I see.@");
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Re: Avatar's name in conversations
I need it in the initial conversation before the npc is officially met. Here's the lines in question:
The choices will populate and you can click on them, however nothing happens, it just stays on the first line "I am Nomaan.." The regular conversation options (name, job, bye) show up then.
Code: Select all
if (!UI_get_item_flag(item, MET))
{
item.say("@I am Nomaan. What is thy name, " + polite_title + "?@");
var avatar_or_name = chooseFromMenu2(["I am the Avatar", ("I am " + player_name)]);
if (avatar_or_name == "I am the Avatar")
item.say("He bows stiffly. @Well met, " + polite_title + ".@");
else if (avatar_or_name == ("I am " + player_name))
item.say("He bows stiffly. @Well met, " + player_name + ".@");
UI_set_item_flag(item, MET);
}
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Ultima 6 Mod for Exult site: http://www.ultima6.realmofultima.com/
Ultima 6 Mod for Exult site: http://www.ultima6.realmofultima.com/
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Re: Avatar's name in conversations
It works if you use chooseFromMenu instead of chooseFromMenu2.
Code: Select all
if (!UI_get_item_flag(NOMAAN, MET))
{
say("@I am Nomaan. What is thy name, ", polite_title, "?@");
avatar_or_name = chooseFromMenu(["I am the Avatar", ("I am " + player_name)]);
if (avatar_or_name == "I am the Avatar")
say("He bows stiffly. @Well met, ", polite_title,".@");
else if (avatar_or_name == ("I am " + player_name))
say("He bows stiffly. @Well met, ", player_name, ".@");
UI_set_item_flag(NOMAAN, MET);
}
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Re: Avatar's name in conversations
I coudln't get it to work, i guess the function wasn't defined anywhere
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Ultima 6 Mod for Exult site: http://www.ultima6.realmofultima.com/
Ultima 6 Mod for Exult site: http://www.ultima6.realmofultima.com/
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- Joined: Thu May 14, 2020 1:34 pm
Re: Avatar's name in conversations
It may be that everything I do is based off SI, and everything you do is based off BG. This should help:
Code: Select all
var chooseFromMenu 0x956 (var choices)
{
var selection;
UI_push_answers();
add(choices);
selection = UI_select_from_menu();
UI_pop_answers();
return selection;
}
var chooseFromMenu2 0x957 (var choices)
{
var selection;
UI_push_answers();
add(choices);
selection = UI_select_from_menu2();
UI_pop_answers();
return selection;
}
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Re: Avatar's name in conversations
Ah thanks, I'll check it out!
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Ultima 6 Mod for Exult site: http://www.ultima6.realmofultima.com/
Ultima 6 Mod for Exult site: http://www.ultima6.realmofultima.com/