Difference between revisions of "Osiris/Shared/PROC GLOBAL DialogStartRequested"
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===== Full Definition(s) ===== | ===== Full Definition(s) ===== | ||
− | * PROC ''' | + | * PROC '''PROC_GLOBAL_DialogStartRequested'''(''(GUIDSTRING)'''''_Target''', ''(GUIDSTRING)'''''_Source''') |
===== Description ===== | ===== Description ===== | ||
This routine is called by the Shared mod for every '''DialogStartRequested''' Osiris event. It does this after checking that the characters can hold a conversation (are not in combat, are not henchmen, ...), but before any checks regarding the generics system (such as low attitude). | This routine is called by the Shared mod for every '''DialogStartRequested''' Osiris event. It does this after checking that the characters can hold a conversation (are not in combat, are not henchmen, ...), but before any checks regarding the generics system (such as low attitude). | ||
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===== Notes ===== | ===== Notes ===== | ||
* If you only want to set or clear certain flags before a particular dialog starts, use [[Osiris/Shared/Proc_DialogFlagSetup|Proc_DialogFlagSetup]] | * If you only want to set or clear certain flags before a particular dialog starts, use [[Osiris/Shared/Proc_DialogFlagSetup|Proc_DialogFlagSetup]] | ||
+ | * '''_Target''' is usually the NPC while '''_Source''' is the player character. | ||
===== See Also ===== | ===== See Also ===== | ||
* [[Osiris/API/DialogStartRequested|DialogStartRequested]] | * [[Osiris/API/DialogStartRequested|DialogStartRequested]] |
Latest revision as of 23:00, 7 February 2018
Full Definition(s)
- PROC PROC_GLOBAL_DialogStartRequested((GUIDSTRING)_Target, (GUIDSTRING)_Source)
Description
This routine is called by the Shared mod for every DialogStartRequested Osiris event. It does this after checking that the characters can hold a conversation (are not in combat, are not henchmen, ...), but before any checks regarding the generics system (such as low attitude).
Return Values
- You can set DB_FoundDialog(_Target,_Source) in this procedure if you want the rest of the standard logic to find a suitable dialog to start to abort. If you do not do this, the standard logic will continue. However, if you started a dialog involving target and/or source yourself inside this routine, the generic code will still fail to start a dialog once it has found one. After all, characters can only be involved in one dialog at a time.
Notes
- If you only want to set or clear certain flags before a particular dialog starts, use Proc_DialogFlagSetup
- _Target is usually the NPC while _Source is the player character.