forked from Sokomine/yl_speak_up
added d_dynamic (dynamic dialogs) to readme.md
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readme.md
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readme.md
@ -77,6 +77,7 @@ To get started, best install `yl_speak_up`, `npc_talk`, `mobs_redo` and `mobs_np
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1. [3.11 Additional custom replacements (in addition to NPC name, player name etc)](#add-simple-variables)
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1. [3.12 Custom Preconditions, Actions and Effects](#precon_action_effect)
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1. [3.13 Integration into your own NPC/mob mods](#integration)
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1. [3.14 Dynamic dialog](#dynamic-dialog)
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4. [Future](#future)
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@ -325,6 +326,7 @@ special meaning:
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| `d_end` | End the conversation (i.e. after teleporting the player). |
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| `d_got_item` | The NPC [got something](#npc_wants) and is trying to decide what to do with it. |
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| `d_trade` | [Trade](#trading-simple)-specific options. I.e. crafting new items when stock is low.|
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| `d_dynamic` | [Dynamic dialog](#dynamic-dialog) that is changed on the fly. Each NPC has exactly one. |
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### 1.14 Trading (simple)
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@ -802,7 +804,16 @@ You also need to make sure that the textures of your mob can be edited. In order
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* call `table.insert(yl_speak_up.emulate_orders_on_rightclick, <entity_name>)` if your mob is a `mobs_redo` one and can stand, follow (its owner) and walk around randomly. As you override `on_rightclick`, this setting will make sure to add buttons to emulate previous behaviour shown when clicking on the NPC.
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### 3.14 Dynamic dialogs
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<a name="dynamic-dialog"></a>
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Sometimes you may have to generate a dialog on the fly and/or wish for more dynamic texts and answers.
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Each NPC has a `d_dynamic` dialog that will never be saved with the NPC data and that can be changed each time the player selected an option.
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This is particulary useful for using external functions for generating dialog texts and options/answers plus their reactions.
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Warning: This feature is not finished yet and undergoing heavy changes. Do not rely on its functionality yet!
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## 4. Future
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