Osiris/Shared/DB Dialogs
From Divinity Engine Wiki
Full Definition(s)
- DB_Dialogs((GUIDSTRING)_Npc,(STRING)_Dialog)
- DB_Dialogs((GUIDSTRING)_Npc,(GUIDSTRING)_Npc2,(STRING)_Dialog)
- DB_Dialogs((GUIDSTRING)_Npc,(GUIDSTRING)_Npc2,(GUIDSTRING)_Npc3,(STRING)_Dialog)
- DB_Dialogs((GUIDSTRING)_Npc,(GUIDSTRING)_Npc2,(GUIDSTRING)_Npc3,(GUIDSTRING)_Npc4,(STRING)_Dialog)
Description
Defines that the non-automated dialog with the name _Dialog should be started when when PROC_GLOBAL_DialogStartRequested gets called for any of the specified NPCs, and with the specified NPCs as participants (in addition to the player that initiated the request; the player will be the last speaker).
Notes
- This is the default way to assign an interactive dialog to a character.
- If any of the specified NPCs is not available (e.g. dead), the dialog will not start (even if some of them are available).
- Defining such a database will call SetHasDialog to enable dialog requests for all involved NPCs.
- Removing DB_Dialogs() entries again must be done via ProcRemoveAllDialogEntriesForSpeaker. Simply undefining the DB_Dialogs() entry is not sufficient.
- Automated/interactive dialogs are explained on the Dialog Editor page.
See Also
- DialogStartRequested
- SetHasDialog
- Helper DB_AD_Dialog
- Helper DB_DoNotFace
- Helper PROC_GLOBAL_DialogStartRequested
- Helper PROC_GLOBAL_DialogStartRequested_AfterGenerics
- Helper Proc_StartDialog
- Helper ProcRemoveAllDialogEntriesForSpeaker