DBTools

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Speech bubble editor

Messages are enabled for randomization (randomly selects one of these) only if these sql columns match

  • Priority IS INT
  • QuestIDReq IS INT
  • dialogueType (only speechbubble relevant now)
  • condition (trigger for showing bubble)
  • conditionSubType (for sub conditions like buying items etc) IS INT
  • npcType (merchant, villager, etc)
  • NPCDataCondition (condition for npc long term memory)

Change priority if you don't want randomized lines

If you have multiple same condition subtypes for one npc, they trigger based on priority

Priority is only relevant if there are 2+ lines where these matches (I think)

  • questIDReq
  • dialogueType
  • condition
  • npcType
  • NPCDataCondition

Conditions

  • Text formatting options
    • Adding {randomSellItem} pulls item out of the npc sell list and replaces this with its name
  • Condition trigger
    • Enter npc collider
    • Exit npc collider