So have updated the PR as follows. I've added contextual handlers for quests and talking.
Talking:
%n resolves to conversation partner for greetings, and is a random name otherwise.
Quests:
Seeds the random gen with the quest UID before generating a random name.
Would be great if you guys could check it works as you expect.
0.7.126: %n missing implementation [RESOLVED]
- Hazelnut
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Re: 0.7.126: %n missing implementation
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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Re: 0.7.126: %n missing implementation
This probably doesn't matter now, but one more note on this macro: remember when I said that the name changes on the note each time you use it? If you talk to someone, the name on the note becomes that person's name and it sticks... at least until you restart the program. Then it becomes random again.
It's almost like a temporary value is stored of the last person you talked to, and %n grabs that name first, but if there's nothing there, it just generates one. Looks like you guys figured it already, though.
It's almost like a temporary value is stored of the last person you talked to, and %n grabs that name first, but if there's nothing there, it just generates one. Looks like you guys figured it already, though.
- Hazelnut
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Re: 0.7.126: %n missing implementation
No idea if you're referring to current DFU behaviour or classic there.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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- Hazelnut
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Re: 0.7.126: %n missing implementation
Ah right. That's probably because the same macro is used for random name and conversation partner. It wont stick now in DFU.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods