Difference between revisions of "Topic Info"
clarified the use of the post processing flag. It's required when using non-NPC speakers in order to narrow down the voice type defined in the "Speaker" drop down. -icecreamassassin
(→The Info Form: Description of the Speaker field was inaccurate. Anyone can say the dialogue, but if selected it is treated as if that NPCs is saying it for the purposes of voice type selection.) |
(clarified the use of the post processing flag. It's required when using non-NPC speakers in order to narrow down the voice type defined in the "Speaker" drop down. -icecreamassassin) |
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* '''Topic Text:''' The Topic Text inherited from the Info's [[Topic]], if any. | * '''Topic Text:''' The Topic Text inherited from the Info's [[Topic]], if any. | ||
* '''Prompt:''' If left blank, the prompt leading to this Info will be the [[Topic|Topic's]] '''Topic Text'''. If filled in, this text will be used instead. | * '''Prompt:''' If left blank, the prompt leading to this Info will be the [[Topic|Topic's]] '''Topic Text'''. If filled in, this text will be used instead. | ||
* '''Requires Post-Processing:''' An export flag that indicates whether these responses will need additional post-processing. | * '''Requires Post-Processing:''' An export flag that indicates whether these responses will need additional post-processing. Required when talking to a non-NPC speaker (ex:. Augur of Dunlain). Speaker type also must be defined. Selecting this flag will narrow down the voice type to that defined speaker, otherwise it loads for all voice types. | ||
* '''Speaker:''' Optionally, you can select an NPC. If selected, the dialogue will be treated as though the selected NPC is the one saying it. This can be used, for example, to make an XMarker or other object speak with an NPC's voice. This will also control the voice type of the dialogue, based on the voice type of the selected NPC. | * '''Speaker:''' Optionally, you can select an NPC. If selected, the dialogue will be treated as though the selected NPC is the one saying it. This can be used, for example, to make an XMarker or other object speak with an NPC's voice. This will also control the voice type of the dialogue, based on the voice type of the selected NPC. | ||
* '''Share Response Data From Info:''' Select a [[SharedInfo]] ID to acquire the response lines from that Info. This allows you to reuse the same lines in multiple places. | * '''Share Response Data From Info:''' Select a [[SharedInfo]] ID to acquire the response lines from that Info. This allows you to reuse the same lines in multiple places. |