(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)?

(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]