Hello.
1) How do I handle journal entries? Is there a tutorial? I know about the Add... and Erase... actions, but there is more.
2) How to introduce randomness in dialogues? I can use a RandomNum trigger, but it doesn't work within SetGlobal, you have to give a definite number there. But what if I want to set a Global to 1 or 2, randomly? That's one thing; and just directly - random. mutually exclusive display options for reply lines? If I put a RandomNum(2,1) in front of one, a RandomNum(2,2) in front of another reply line, is it a common check for both or will the engine roll separately to see if the first one appears, then to see if the second one appears?
3) Just to make sure: no way to color or emphasize the lines, is there?
4) I get a compile problem in Weidu with COMPILE EVALUATE_BUFFER with a dialogue that does compile in DLTC and works in the game. I can import the .d file in DLTC, it makes a .dlg out of it, but if I click "Check Dialogue," it gives me this window:
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That points to a particular node, but there is nothing wrong or special about it - it just sets a variable, gives a couple of items, the same functions that work elsewhere in the dialogue. Have you run into this error? What's up?
1) How do I handle journal entries? Is there a tutorial? I know about the Add... and Erase... actions, but there is more.
2) How to introduce randomness in dialogues? I can use a RandomNum trigger, but it doesn't work within SetGlobal, you have to give a definite number there. But what if I want to set a Global to 1 or 2, randomly? That's one thing; and just directly - random. mutually exclusive display options for reply lines? If I put a RandomNum(2,1) in front of one, a RandomNum(2,2) in front of another reply line, is it a common check for both or will the engine roll separately to see if the first one appears, then to see if the second one appears?
3) Just to make sure: no way to color or emphasize the lines, is there?
4) I get a compile problem in Weidu with COMPILE EVALUATE_BUFFER with a dialogue that does compile in DLTC and works in the game. I can import the .d file in DLTC, it makes a .dlg out of it, but if I click "Check Dialogue," it gives me this window:

That points to a particular node, but there is nothing wrong or special about it - it just sets a variable, gives a couple of items, the same functions that work elsewhere in the dialogue. Have you run into this error? What's up?









