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Refresh dialogue in real time?


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Posted

Hey guys,

 

So let's say we have an NPC with dialogue that changes. For example, a WoE NPC that shows who owns what castles. Now, if I click on that NPC right before a guild conquers Britoniah Guild Castle 2, for example, it will display the previous guild that owned the castle, but if I exit out of the NPC and then click on it again, it will display the new owners of the castle because I "refreshed" the NPC's dialogue.

 

My question is, can we actually refresh an NPC's dialogue without changing boxes or exiting out of the NPC? Would it be possible to create an NPC that immediately reflects any changes, such as conquered guild castles?

 

I would really like to get to the bottom of this. Any help, as always, is greatly appreciated.

7 answers to this question

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Posted (edited)
agit_main.txt
look for "// Set new Castle Occupant"
// Set new Castle Occupant
setd "$LastCastleOwner"+strnpcinfo(2)+"$", getcastledata(strnpcinfo(2),1);
SetCastleData strnpcinfo(2),1, .@GID;

then you can use

//example payg_cas01
mes "Last Owner of Payg_cas01: "+$LastCastleOwnerpayg_cas01$;
Edited by jezznar
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Posted

I don't think there's a way to change/refresh 'mes' text once it's sent to the client. If the NPC is displaying text with waitingroom, you could have that refresh on a timer or triggered with doevent/donpcevent.

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Posted (edited)

 

agit_main.txt
look for "// Set new Castle Occupant"
// Set new Castle Occupant
setd "$LastCastleOwner"+strnpcinfo(2)+"$", getcastledata(strnpcinfo(2),1);
SetCastleData strnpcinfo(2),1, .@GID;

then you can use

//example payg_cas01
mes "Last Owner of Payg_cas01: "+$LastCastleOwnerpayg_cas01$;

 

well it'll refresh everytime you click it as long as you close the previous window

Edited by jezznar
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Posted (edited)

Would that refresh the opened dialogue? Quite skeptical to it and leaning to the way that it won't work at all. Though it would be great, for instance a clock ticking inside an NPC dialogue would be awesome, for instance counting the minutes or seconds left until the npc is activated would be a really awesome feature. (This is kinda related to what it is TS is saying/thinking)

This can be done using the waitingroom script command, however we do want to innovate, so why not try? xD

Edited by PandaLovesHamster
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Posted

@panda, somewhat yes, i'm expecting that it will reopen the dialog with updated message.
This idea will be hard to work with multiple dialog(mes), or limited to single dialog(dialog with close button);

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