(Solved) When there's an event with dialogue that any unit can activate, how do I make the conversation use the active character portrait?

For example, if a character walks on a tile necessary to open a door and comments on that, how would I make sure that unit’s portrait is displayed during the dialogue (preferably without doing any convoluted eventing with every single possible unit having to be put there)?

[LoadFace][0xFFF]
(as far as I’m aware…)

It’s [LoadFace][0xFF][0xFF] I’m pretty sure

Thank you, that worked for me.

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Most people have it defined as [LoadCurrent]. If not I’d recommend adding these two lines to your parsedefs.

[CurrentPortrait] = [0xFF][0xFF]
[LoadCurrent] = [LoadFace][CurrentPortrait]