diff --git a/readme.md b/readme.md index 2242494..8f91a41 100644 --- a/readme.md +++ b/readme.md @@ -77,6 +77,7 @@ To get started, best install `yl_speak_up`, `npc_talk`, `mobs_redo` and `mobs_np 1. [3.11 Additional custom replacements (in addition to NPC name, player name etc)](#add-simple-variables) 1. [3.12 Custom Preconditions, Actions and Effects](#precon_action_effect) 1. [3.13 Integration into your own NPC/mob mods](#integration) + 1. [3.14 Dynamic dialog](#dynamic-dialog) 4. [Future](#future) @@ -325,6 +326,7 @@ special meaning: | `d_end` | End the conversation (i.e. after teleporting the player). | | `d_got_item` | The NPC [got something](#npc_wants) and is trying to decide what to do with it. | | `d_trade` | [Trade](#trading-simple)-specific options. I.e. crafting new items when stock is low.| + | `d_dynamic` | [Dynamic dialog](#dynamic-dialog) that is changed on the fly. Each NPC has exactly one. | ### 1.14 Trading (simple) @@ -802,7 +804,16 @@ You also need to make sure that the textures of your mob can be edited. In order * call `table.insert(yl_speak_up.emulate_orders_on_rightclick, )` 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. +### 3.14 Dynamic dialogs + +Sometimes you may have to generate a dialog on the fly and/or wish for more dynamic texts and answers. + +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. + +This is particulary useful for using external functions for generating dialog texts and options/answers plus their reactions. + +Warning: This feature is not finished yet and undergoing heavy changes. Do not rely on its functionality yet! ## 4. Future