tickleu Posted January 16, 2012 Author Share Posted January 16, 2012 So basically I used richys quest and tile script system. And I followed a tutorial on converting the CS:DE conversation system to EO.202 heres the tutorial http://www.touchofdeathforums.com/smf/index.php/topic,74220.0.htmlIn crystalshire developers edition, in the client there is a "TutorialState" sub that says```Case 1 ' introduction chatText = "Ah, so you have appeared at last my dear. Please, listen to what I have to say." chatOpt(1) = "*sigh* I suppose I should..." For i = 2 To 4 chatOpt(i) = vbNullString Next```I want to be able to put this in my server side so that way I can make conversations server side as well. Can you help? Link to comment Share on other sites More sharing options...
Joyce Posted January 16, 2012 Share Posted January 16, 2012 Look where all the subs and related code pieces are, rip them out or re-write them. :] Link to comment Share on other sites More sharing options...
tickleu Posted January 16, 2012 Author Share Posted January 16, 2012 Alright, do you think you could point me in the right direction. Cause iv been doing that for about a week now. Just as a starting point. Link to comment Share on other sites More sharing options...
Joyce Posted January 16, 2012 Share Posted January 16, 2012 Not a ducking clue, I wrote my own copy. I dislike the system CS:DE has, so I wrote my own. Not to mention ripping pieces of code can lead to instability, and if I remember right, the editor of that system crashes every now and then.Wouldn't you be able to just make a conversation, and call it the same way you call them from the NPC subs? I mean it should basically be the same, and add a flag to the player's account if that conversation has been finished that they did the tutorial. (e.g. Player(Index).TutorialState = True) Link to comment Share on other sites More sharing options...
tickleu Posted January 16, 2012 Author Share Posted January 16, 2012 The point of doing this is do make server side scipted conversations, instead of making a conversation and assigning a npc to it. This way I can make really detailed quests. Link to comment Share on other sites More sharing options...
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