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Tunngle type keine verbindung moglich
Tunngle type keine verbindung moglich




tunngle type keine verbindung moglich

NewDescription = ConcatStrings ("c#FF8000 cs#FFB266 ", newDescription) ĭIA_scription = newDescription Cocatenate orange color with DIALOG_PICKPOCKET string NewDescription = ConcatStrings (newDescription, IntToString (delta)) NewDescription = ConcatStrings (DIALOG_PICKPOCKET, " ") NewDescription = ConcatStrings ("c#00CC66 cs#66FFB2 ", DIALOG_PICKPOCKET) ĭelta = self.attribute - hero.attribute Cocatenate green color with DIALOG_PICKPOCKET string Var string newDescription newDescription = "" (in this case I am not touching font type - only applying new colors to default font)Ĭonst string DIALOG_PICKPOCKET = "(pickpocketing)" Within DIA_PickPocket condition function DIA_PickPocket_Condition I am changing description and color as I want: If you have enought dexterity points - option will be green: If you don't have enough dexterity points - dialog option will be orange (and will tell you how much points you are missing). With my new pickpocketing system there is no punishment for player - you can either steal 1 item from NPC if your dexterity > NPCs dexterity or you can't steal anything. In my mod I have implemented in G1 a different method of Pickpocketing - one that is triggered via dialog option. If any of these modifiers is found, script will extract font names and color hex codes and will apply them in dialog choice box.ĭialog in this example will apply font f# 'font_15_white.tga' and dark orange color c# 'FF8000' for greyed out option + fs# 'font_old_20_white.tga' and light orange color cs# 'FFB266' for selected option:

tunngle type keine verbindung moglich

Script will 'scan' dialog description for modifiers:

tunngle type keine verbindung moglich

Description = "f#font_15_white.tga fs#font_old_20_white.tga c#FF8000 cs#FFB266 Orange !"






Tunngle type keine verbindung moglich