W "module_strings.py" szukamy "npc16_intro" i poniżej niego rozpoczniemy dodawać nasze nowe teksty.
Potrzebujemy następujące linie dialogowe:
"npc17_intro" - wstęp/przywitanie
"npc17_intro_response_1" - odpowiedź gracza posuwająca rozmowę dalej
"npc17_intro_response_2" - odpowiedź gracza kończąca rozmowę
"npc17_backstory_a" -...
"npc17_backstory_b" -...
"npc17_backstory_c" - trzy następujące po sobie części opowieści danego bohatera o sobie lub o tym, jak się znalazł w obecny położeniu
"npc17_backstory_later" - króciutka wersja powyższego (takie streszczenie w jednym, dwóch czy trzech zdaniach)
"npc17_backstory_response_1" - odpowiedź gracza posuwająca rozmowę dalej (proponująca bohaterowi pracę)
"npc17_backstory_response_2" - odpowiedź gracza kończąca rozmowę
"npc17_signup" - reakcja na propozycję pracy (oczywiście pozytywna ;) )
"npc17_signup_2" - krotkie zachwalanie siebie i swoich umiejętności przez bohatera
"npc17_signup_response_1" - odpowiedź gracza posuwająca rozmowę dalej (najęcie bohatera)
"npc17_signup_response_2" - odpowiedź gracza kończąca rozmowę
"npc17_payment" - wspomnienie bohatera o zapłacie (niepotrzebne, jeśli bohater ma być do najęcia za darmo)
"npc17_payment_response" - pozytywna odpowiedź gracza posuwająca rozmowę dalej (najęcie bohatera)
"npc17_morality_speech" - gdy zrobimy coś, co nie spodobało się bohaterowi, to odezwie się tym tekstem
"npc17_2ary_morality_speech" - albo tym
"npc17_personalityclash_speech" - gdy w oddziale jest osoba, której dany bohater nie lubi, to odezwie się tym tekstem
"npc17_personalityclash_speech_b" - i doda jeszcze to ;)
"npc17_personalityclash2_speech" - j/w tylko że do drugiej osoby, której nie lubi (zawsze są dwie)
"npc17_personalityclash2_speech_b"- część dalsza powyższego
"npc17_personalitymatch_speech" - gdy w oddziale jest osoba, którą dany bohater lubi, to odezwie się tym tekstem
"npc17_personalitymatch_speech_b" - i doda jeszcze to ;)
"npc17_retirement_speech" - przemowa bohatera, gdy będzie miał już dość i zgłosi się do nas, ze chce odejść
"npc17_rehire_speech" - powitanie. Gdy po odłączeniu bohatera od oddziału spotkamy go znów w jakiejś tawernie, to uraczy nas tym tekstem.
"npc17_home_intro" - wtęp do rozmowy o domu/danej lokacji, do której zbliżył się oddział
"npc17_home_description" - ciąg dalszy
"npc17_home_description_2" - ciąg dalszy
"npc17_home_recap" - jednozdaniowa wypowiedź o sobie, swoim pochodzeniu lub domu.
"npc17_honorific" - w jaki sposób bohater zwraca się do gracza (np. "Kapitanie", "Szefie")
Jak wygląda kompletny bohater - na przykładzie Borchy:
("npc1_intro", "Ho there, traveller. You wouldn't by chance be in the market for a tracker, would you?"),
("npc1_intro_response_1", "Perhaps. What's the urgency?"),
("npc1_intro_response_2", "Step back, sir, and keep your hand away from my purse."),
("npc1_backstory_a", "Well, {sir/madame}, it's a long story..."),
("npc1_backstory_b", "I had a bit of a misunderstanding {s19}in {s20} about a horse that I found tied up outside the inn. It was the spitting image of a beast that threw me a few days back and ran off. Naturally I untied it for a closer look. As it turns out, the horse belonged to a merchant, a pinch-faced old goat who wouldn't accept that it all was a simple misunderstanding, and went off to get the guard."),
("npc1_backstory_c", "But if I was with a larger group who could vouch for me, they might let it pass. I'd be very grateful to you."),
("npc1_backstory_later", "I've been here and about, you know, doing my best to keep out of trouble. I'm desperately in need of work, however."),
("npc1_backstory_response_1", "Perhaps. But how do I know that there won't be a 'misunderstanding' about one of my horses?"),
("npc1_backstory_response_2", "I'll do no such thing. I have better things to do then to help thieves avoid justice."),
("npc1_signup", "{Sir/Madame} -- I'm offended that you would even think such a thing. I'd be most indebted to you, and you'll see that I show my gratitude."),
("npc1_signup_2", "I've ridden over a fair amount of rough country in my time, more often than not in a hurry. I'm a good tracker and I've got a good eye for terrain. So what do you say?"),
("npc1_signup_response_1", "Good. You can be useful to us."),
("npc1_signup_response_2", "I'd prefer not to take the risk. Good day, sir."),
("npc1_payment", "I will be very useful to you, {sir/madame}, you can bet on that. Just one more thing before we leave, would you mind lending me {reg3} denars? I am ashamed to say it, but I have made myself a bit of debt here, staying in this tavern over the last few weeks and the tavern owners no longer believe that I am loaded with gold as I used to tell them. You know, things could get ugly here if they see me leaving with you before paying them."),
("npc1_payment_response", "Very well, here's {reg3} denars. Now, fall in with the rest."),
("npc1_morality_speech", "Oy -- boss. Please don't take this the wrong way, but it's a hard life and it's a bit much that we {s21}. Take a little more care in the future, captain, if you don't mind my saying."),
("npc1_2ary_morality_speech", "Boss -- just so you know, I've got no problem if we {s21}. Living to fight another day makes good sense to me."),
("npc1_personalityclash_speech", "Captain -- no offense, but I'm a bit tired of {s11}, who puts on airs like she's something better than your humble servant Borcha."),#borcha - deshavi
("npc1_personalityclash_speech_b", "She's a common bandit, just like myself, and she has no right to tell me to keep my distance from her, as she did just now."),#borcha - deshavi
("npc1_personalityclash2_speech", "Oy -- boss, I don't fancy myself a sensitive soul, but I don't particularly like how {s11} went about cutting the throats of the enemy wounded, back there."),#borcha - klethi
("npc1_personalityclash2_speech_b", "The way she whistles cheerfully as she does it -- it puts a chill down my spine, it does."),#borcha - klethi
("npc1_personalitymatch_speech", "Boss. {s11} back there didn't do badly in that last fight at all. He's a good egg, too."),
("npc1_personalitymatch_speech", "Boss. {s11} back there didn't do badly in that last fight at all. He's a good egg, too."), #borcha-marnid
("npc1_personalitymatch_speech_b", "Without good honest souls like him to bring silver into Calradia, scoundrels like me would have a hard time in life, I'll warrant. I'm glad to have him with us."),
("npc1_retirement_speech", "I'm a bit tired of marching up and down the land, shedding my blood for someone else's cause. The loot is good, but I think I've got enough of that, now. I'm going to head back to my village, take a wife, settle down, maybe raise horses if I can afford it."),
("npc1_rehire_speech", "Boss -- it's good to see you again. I know we had our differences in the past, but to tell you the truth, those were some of the best days I've known. And, to tell you the truth, I've had a bit of difficulty finding work. Listen, if you'd be willing to have me back, I'd be willing to sign up with your company again."),
("npc1_home_intro", "Boss -- did you know that I was born around here, in the high steppe? This is where I got my eye for horseflesh, because this is good land for horses, although a hard land for men. I suppose that's why the Khergits like it."),
("npc1_home_description", "Well, Khergits always lived here, even back in the old days, as the Emperor gave them gold and lands to keep out the other tribes. I'm told my grandfather was a Khergit chieftain, although my mother didn't know him, any more than I knew my father. When my mother was a lass, the Khergit started coming over the mountains in larger numbers, and now there's a Khergit Khan in Tulga."),
("npc1_home_description_2", "They go easy on us Old Calradians, and don't ask for much in tax -- not that we would be able to pay in any case. The land isn't good enough for most crops. Frankly, it's only good for horse-rearing, and that only for half of the year, in the winter after the rains. In the summer they take their herds back into the mountains. Caravans come over the hills and bring spice to Tulga, but we don't see much of that money down in the villages."),
("npc1_home_recap", "I'm from the high steppe, near {s21}."),
("npc1_honorific", "boss"),
Nasze nowe linie dialogowe musimy następnie wkleić pojedynczo w odpowiednie miejsca, zaraz pod liniami ostatniego z istniejących już bohaterów. Należy to robić tak, by zachować istniejącą strukturę, by wszystko było czytelne. Czyli "npc17_intro" pójdzie pod "npc16_intro", "npc17_signup" pod "npc16_signup" itd.
Jak już umieścimy wszystkie linie dialogowe w odpowiednich miejscach, to przechodzimy do "module_scripts.py"...