Difference between revisions of "Npc text"
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Pheonixmog (Talk | contribs) (→Slots) |
Pheonixmog (Talk | contribs) (→Slots) |
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08: Taunting enemies | 08: Taunting enemies | ||
− | 09: | + | 09: When player gets a status effect |
0A: ??? | 0A: ??? | ||
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15: Wave cleared | 15: Wave cleared | ||
− | 16: | + | 16: Casting Anti |
17: Simple Tech | 17: Simple Tech | ||
Line 60: | Line 60: | ||
==Example== | ==Example== | ||
<span style='font-size:12px;font-family:courier'> | <span style='font-size:12px;font-family:courier'> | ||
− | <span style='color:blue'>100: </span><span style='color:green'>npc_text </span>00000004, Oh no, I died!' <span style='color:orange'>//Sets the text that will appear when the NPC dies.</span> | + | <span style='color:blue'>100: </span><span style='color:green'>npc_text </span>00000004, 'Oh no, I died!' <span style='color:orange'>//Sets the text that will appear when the NPC dies.</span> |
<span style='color:green'> ret </span> | <span style='color:green'> ret </span> | ||
</span> | </span> |
Latest revision as of 02:58, 13 January 2024
Contents
Syntax
Syntax: npc_text xxxxxxxx, String
- xxxxxxxx (DWORD1) = Hex value of the dialogue slot the NPC will call.
- string = Message to display
- See list of Special characters
Use
Modifies the different criteria for a party NPC to pull dialogue from while playing. Overwriting a slot replaces the old string. Each individual party NPC will speak them independently.
Slots
00: Engaging in combat
01: Near death situation
02: AoE Tech
03: ???
04: On Death
05: After Death
06: ???
07: ???
08: Taunting enemies
09: When player gets a status effect
0A: ???
0B: Standing still for 2 minutes
0C: ???
0D: Heavy Attacks
0E: Getting knocked down
0F: Getting hit
10: While walking
11: Being healed
12: Room cleared
13: Using an item
14: No healing items
15: Wave cleared
16: Casting Anti
17: Simple Tech
Example
100: npc_text 00000004, 'Oh no, I died!' //Sets the text that will appear when the NPC dies.
ret