Hi,
When NPCs initiate dialogues no matter whether it's call for B dialogue through Interact(...) or J dialogue through Dialogue(...) NPCs always say their SELECT_COMMON phrase. It's really become annoying when the actual banter/dialogue has nothing to do with that SELECT_COMMON sound. For example, when my NPC initiates the following dialogue:
IF WEIGHT #0 ~Global("VP_MyFatherIsDead","LOCALS",1)~ THEN BEGIN 11
SAY ~(*As the group exit the maze, Leina‘s gaze is immediately drawn to the body lying on the floor before them. She cries out and runs to kneel beside, what she instantly recognises as the bloodied figure that was once her beloved father... taking his lifeless hand in her own...*)
Fa... (*sobbing*)... fa... father, I... I miss her too you know. When I left, I... I thought I had found what you and mother had.~
IF ~~ THEN DO ~SetGlobal("VP_MyFatherIsDead","LOCALS",2)~ GOTO 12
END
she says one of the five SELECT_COMMON phrases which just spoil the mood of the dialogue above:
You need something identified... again!?
You in need of a song to stir your hearts?
Is it the sword, the lute or magic this time?
And when did you lose your voice might I ask?
Yes?
So my question is how to solve this problem?