Page 1 of 1

DialogLogParser

Posted: Sat Jul 18, 2015 3:46 pm
by Jabantiz
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

Source
EXE

Re: DialogLogParser

Posted: Tue Jul 21, 2015 3:43 pm
by John Adams
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.

Re: DialogLogParser

Posted: Tue Jul 21, 2015 3:48 pm
by Jabantiz
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.