Difference between revisions of "Npc text"

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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>

Revision as of 00:37, 31 October 2022

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: Casting Anti

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: ???

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