Fire the dlg file with dlg edit, then look at the screen, you'll see starting list, entry list and reply list.
Screenshot 1 (
http://img47.photobucket.com/albums/v144/Darth333/starting.jpg)
The starting list is not the dialog that is spoken, it's more like an index. These entries point to entries in the EntryList that are the first thing the npc says when the conversation begins. Per example, if you have only one continous dialog, you'll have only one entry in the Starting List that will point at Entry no. 0 in the Entry List. If you have a dialog that is interrupted by some event from time to time, you'll have a list like in tat17_07furko_01.dlg. Each of the entries in this dialog field point to an Entry in the Entry List which will be what the npc will say when you speak to him the next time. You have scripts attached to these entries that check if the conditions to start the dialog are met.
In tat17_07furko_01.dlg, the entry no. 0 in the Starting list points at entry no. 16 of the EntryList, no. 1 points at no. 15 , 3 points at 10, etc.
Screenshot 1- look at the bottom of the screen (
http://img47.photobucket.com/albums/v144/Darth333/starting.jpg)
If you look at entry no. 0 of the the starting list, you'll see that there is a script attached to it called "k_con_talkedto" this script checks if you have already spoke to the npc and if not, the conversation will start here.
here is the script (available in the .nss files in the BIFs):
#include "k_inc_debug"
#include "k_inc_utility"
int StartingConditional()
{
if(UT_GetTalkedToBooleanFlag(OBJECT_SELF) == FALSE)
{
return TRUE;
}
return FALSE;
}
(There is another script planted in the conversation that will set a flag if you have talked to the npc.)
If you look at entry no. 3 of the startinglist, then you have a script that checks if you have lost at Pazaak ("k_ptat_losscheck"):
int StartingConditional()
{
if (GetPazzakLastGameLostLocal() == TRUE)
{
return TRUE;
}
else
{
return FALSE;
}
}
So if you loose at pazaak, the npc,s dialog will start at Entry no. 10.
To edit dialog, you'll have to go to the Entry List or to the Reply List:
If you select Entry List, you, will see everything the other npc say
If you select Reply List, it's what your PC says.
If you select, Entry no 16 in the Entry list, this is what you will see:
Screenshot 2 (
http://img47.photobucket.com/albums/v144/Darth333/Entry.jpg)
To edit the text, select no. 0 "text" and you should see "Enter STRREF [28904] (or type <none>)"
Enter STRREF refer to an entry in the tlk table such as the one that is being used here, entry no. 28904. We want to add custom text so we type -1 which means we do not refer to the talk table. When you type -1, you should see some new text appearing: "Enter text [] or type <none>" here is where you type your custom text. I typed: "do you want to play pazaak?" Press enter, your text should now appear where the original text was (final result on the screenshot).
Screenshot 3 (
http://img47.photobucket.com/albums/v144/Darth333/texttyped.jpg)
Now, if you look at the ,menu in the EntryList for entry no. 16, there is a field called RepliesList: Screenshot 4 (
http://img47.photobucket.com/albums/v144/Darth333/replies.jpg)
Select it: you should now see something like this:
Screenshot 5 (
http://img47.photobucket.com/albums/v144/Darth333/indexrep.jpg)
It's an index of the replies that your pc can chose from. Remember it's just an index and you don't edit any text here. It says that you pc will have the choice between Reply no. 15, 12 and 10.
To edit those replies, you have to go to the reply list, see screenshot no. 1: it work s the same way as for the entries to edit the text.
Hope this helps :) Read it with tk102's readme and Doomdealer'S tutorial