View Full Version : Dugeon Maker - Flavor Text not always activating?

12-12-2011, 06:31 PM
<p>I've created my first dungeon through Dungeon Maker (on Oasis, Eau Du Chardok) and while I've added Aggro, Battle and Death flavor text, I'm noticing that:</p><p>1. Battle text doesn't happen at all.2. Death text rarely happens (it worked with two mobs in my entire dungeon).3. Aggro text doesn't happen all the time.</p><p>Is it just me or have other people had this same issue? In some cases I would have three mobs which would "talk" during combat, one would get aggro, the next battle and the third Death. Seemed easy enough but only the Aggro talk went off.</p><p>In another situation I had multiple aggro and only one occurred.</p><p>I'm very into sarcastic or funny dialog with my creativity, but if the flavor text isn't going to work, there go my jokes. <img src="/eq2/images/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" /></p><p>Anyone else have this issue and/or have a workaround for it?</p><p>Thanks!</p>

12-12-2011, 06:35 PM
<p>I have the same issue.It's brought up amongst other things in<span style="text-decoration: underline;"> </span><a href="http://forums.station.sony.com/eq2/posts/list.m?start=30&topic_id=511002" target="_blank"><span style="text-decoration: underline;">this</span></a> thread.</p>

12-12-2011, 06:35 PM
<p>Well, the choices for each category of flavor text are random and apparently there is a default random option of "none" which is chosen most of the time.  So its like every time a trigger is hit for it to pick something to say, there is a chance for it to pick "nothing" and this has a higher chance then every other item you added to the flavor text lists.</p>

12-12-2011, 06:45 PM
<p>This shouldn't be. We should have the option to select if a dialogue is forced or not.I have storytelling in my dungeon that is messed up because it's only showing pieces of the dialogue.With all of them working... man it would be wonderful!</p>

12-12-2011, 06:56 PM
<p>And what does "MaoX" mean?  That's driving me crazy.</p>

12-12-2011, 07:05 PM
<p>/nod should definately be an option to add or remove the "empty" flavor text; maybe even set our own random weight values!</p><p>And LOL I'm also trying to figure out what Mao stands for and why it isn't explained somewhere... it would appear to let you specifiy different text for different archetypes of avatar, but what the trigger would be is a mystery... agro?  attack?  Need to experiment I guess  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

12-13-2011, 01:13 AM
<p>Glad I'm not the only one and thanks for the link to the suggestions thread!..</p><p>I'll be posting in that one, as well.</p><p>Apparently people missed the boat in Beta for this Dungeon Maker (and I guess I can kick myself for, oh yeah, not wanting to bother beta testing something that wasn't what I really wanted to buy in the first place.. but I digress...) with this and hopefully our suggestions will help, instead...</p>

12-13-2011, 02:18 PM
<p>That or my text floats for one brief .. and I mean brief second than disappears.</p>

12-13-2011, 07:26 PM
<p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p>That or my text floats for one brief .. and I mean brief second than disappears.</p></blockquote><p>Yes, when mobs die the text disappear almost immediately. The game is probably changing the mob object into a dead mob object or something. Wish they would apply that chat bubble from death on the corpse instead so people who doesn't have talk in the chat window enabled can read it.People who have been doing the Kunark zones for example, lol</p>

12-13-2011, 08:12 PM
<p>I've never seen the text activate on the dungeons I've created and run to test.  It's really irritating that when I create the dungeon, I put numerous mob chat events to let people know that I would like to hear about any problems or improvements they see in them so that I can improve the dungeon and make it more appealing.  Nobody sends me a tell or mail about potential feedback since they probably assume it's posted and done, and nothing is going to change even tho I name them test <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>Some text messages in the dungeons are fluff for atmosphere others are informative and some request feedback but no matter what triggers I use, they don't ever seem to appear.</p>

10-29-2012, 12:07 PM
<p>Flavor text is still not working properly.  If I put battle messages on all the mobs, none work. </p><p>The flavor text activates only once per mob, 33% of the time, if I fill out aggro, half-health, AND death on each mob; and then, it will only activate one of those per mob.</p><p>Also, flavor text is NOT saved with a mob when I save a layout.  I'd like to create a set/stack of flavor-text NPCs within a dungeon, that I can use and modify, if I put them in a new dungeon.</p>

10-30-2012, 05:05 PM
<p>They didn't make flavor texts work 100% of the time, once each per battle, because people wanted it to be that way. So, if people wanted the flavor text to not work properly, then maybe it would actually start working as it should? O_oI wonder if Chains of Eternity will have it like that too? You go into Sleeper's Tomb and meet a boss, but it only speaks if it feels like it...</p>