Difference between revisions of "Npc text"

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(Created page with "==Syntax== ''Syntax:'' <span style='font-size:12px;font-family:courier'><span style='color:green'>npc_text</span> xxxxxxxx, String</span> * ''xxxxxxxx (DWORD1) = Hex value of...")
 
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04: On Death
 
04: On Death
  
05: ???
+
05: After Death
  
 
06: ???
 
06: ???
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08: Taunting enemies
 
08: Taunting enemies
  
09: Casting Anti
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09: When player gets a status effect
  
 
0A: ???
 
0A: ???
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12: Room cleared
 
12: Room cleared
  
13: Killing an enemy
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13: Using an item
  
 
14: No healing items
 
14: No healing items
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15: Wave cleared
 
15: Wave cleared
  
16: ???
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16: Casting Anti
  
 
17: Simple Tech
 
17: Simple Tech
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==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

Syntax

Syntax: npc_text xxxxxxxx, String

  • xxxxxxxx (DWORD1) = Hex value of the dialogue slot the NPC will call.
  • string = Message to display

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 

Also see

STR:, npc_crp_id_v3, npc_play