DialogLogParser

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Jabantiz
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DialogLogParser

Post by Jabantiz » Sat Jul 18, 2015 3:46 pm

This little app will take an in game text log, from /log, and create basic spawn scripts for conversations. The scripts generated will need tweaks. When on live collecting a log you need to hit every choice otherwise it will not show up in the log and therefore can't be parsed. All you do is browse to a log file after you open it the list box will populate with npc's you have hailed, select one and hit generate lua. Some situations aren't handled, like talking to yourself, and will cause a pop up about orphaned replies.

This is meant to speed up the process of creating spawn scripts for those that don't have access to the collector or don't want to deal with hex. A log from the collector will always be the preferred way to create these scripts as you will get voice over info as well, but this is a good quick back up.

PS - UI on this sucks

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EXE

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John Adams
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Re: DialogLogParser

Post by John Adams » Tue Jul 21, 2015 3:43 pm

Is this brand new dialogs that are not in your Raw Data tables? Because I already have all dialog parsing done in the DBEditor, under Admin, there should be a Build Dialogs/Conversations menu. Maybe I hid it.

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: DialogLogParser

Post by Jabantiz » Tue Jul 21, 2015 3:48 pm

Yea I see it, unfortunately some zones did not have a complete collect, for example thundering steppes has some initial dialog on quest givers but is missing anything that came after. This is mainly to fill in the gaps for those without access to the collector or don't want to deal with hex.

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