Basic Inky compliant code that allows you to play several different emotes This WILL work on any Conversationalists (and crafted ones!) THAT ARE ONLY HUMANS (emotes do not work on non-humans*): Code: // Version 003 Emote Testing Inky Compliant code // by Anpu 05-07-2023 // Line needed to call this function in game EXTERNAL playEmote(emoteName) ->start ==start Which Emote would you like me to display? + Readbook ~ playEmote("Readbook") This is the Readbook emote! ->start + Guard ~ playEmote("Guard") This is the Guard emote! ->start + Pontificate ~ playEmote("Pontificate") This is the Pontificate emote! ->start + Samba ~ playEmote("Samba") This is the Samba emote! ->start + Ponder ~ playEmote("Ponder") This is the Ponder emote! ->start + Gaze ~ playEmote("Gaze") This is the Gaze emote! ->start + Giggle ~ playEmote("Giggle") This is the Giggle emote! ->start * Goodbye! ~ playEmote("Bow") ->END // This code is needed to use the Inky editor === function playEmote(X) === ~ return *I only have access to a Human conversationalist. I do not know if Trolls, Kobold and Undead work with this? Or let us know!
How would I get that into the head of my conversationalist? Simply paste and copy do not work while I have the edit dialogue option of the conversationalist open ingame.
Step by step instructions here https://www.shroudoftheavatar.com/f...c-conversationalist-npc-with-dialogue.166771/
I followed your guide and the ink successfully loaded into the conversationalist - yet when spoken to, the variables are not filled but NPCNAME or YOURNAME are displayed in the conversation (from the inky example in your guide).