yl_speak_up/n_1.json
2022-09-26 01:48:21 +02:00

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{"n_description":"the tutor","n_dialogs":{"d_1":{"d_id":"d_1","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_2"}},"o_sort":"1","o_text_when_prerequisites_met":"Can you explain how I can teach you new things?","o_text_when_prerequisites_not_met":""}},"d_sort":"0","d_text":"$GOOD_DAY$ $PLAYER_NAME$,\n\nI am $NPC_NAME$. Me and my friends, we would like to learn more! Can you teach us new things?\n","d_type":"text"},"d_10":{"d_id":"d_10","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"alternate_text":"Sure! There is still much to talk about.\n\n$TEXT$","r_id":"r_1","r_type":"dialog","r_value":"d_6"}},"o_sort":"1","o_text_when_prerequisites_met":"Ah! I see. Let's continue talking for now.","o_text_when_prerequisites_not_met":""}},"d_sort":10.0,"d_text":"Sometimes a conversation may have to end without the adventurer saying \"Farewell!\" explicitly.\n\nWith this target dialog, you can tell your NPC that this end has been reached.\n\nThe adventurer can of course start a new conversation any time he/she wants.","d_type":"text"},"d_11":{"d_id":"d_11","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_6"}},"o_sort":"1","o_text_when_prerequisites_met":"Ok.","o_text_when_prerequisites_not_met":""}},"d_sort":11.0,"d_text":"First, you can do that directly by clicking on the dropdown menu with all the dialog entries between the name of the option/answer and the little arrow \"->\".\n\nIt may happen that you changed the target dialog of one or more options by accident. It's sufficient to cross over that space with your mouse while turning the wheel. Such accidents are one of the reasons why you're sometimes asked to confirm any changes you made.\n\nThe other option to change the target dialog is to do it via the edit options menu. We'll talk about that later.","d_type":"text"},"d_12":{"d_id":"d_12","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_13"}},"o_sort":"1","o_text_when_prerequisites_met":"What are preconditions?","o_text_when_prerequisites_not_met":""},"o_2":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_2","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_14"}},"o_sort":"2","o_text_when_prerequisites_met":"What are actions?","o_text_when_prerequisites_not_met":""},"o_3":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_3","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_15"}},"o_sort":"3","o_text_when_prerequisites_met":"What are effects?","o_text_when_prerequisites_not_met":""},"o_4":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_4","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_16"}},"o_sort":"4","o_text_when_prerequisites_met":"What are alternate texts?","o_text_when_prerequisites_not_met":""},"o_5":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_5","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_17"}},"o_sort":"5","o_text_when_prerequisites_met":"How can I select an option automaticly, and why should I?","o_text_when_prerequisites_not_met":""},"o_6":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_6","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_18"}},"o_sort":"6","o_text_when_prerequisites_met":"How can I let you say some random text?","o_text_when_prerequisites_not_met":""},"o_7":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_7","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_6"}},"o_sort":"7","o_text_when_prerequisites_met":"Ok...thank you. Let's go back to normal dialogs.","o_text_when_prerequisites_not_met":""}},"d_sort":12.0,"d_text":"You can reach the edit options menu by clicking on the button in front of the option in edit mode, i.e. the button with \"o_1\" (for the first option). Then a new menu will open.\n\nFirst, you will see the dialog text to which this option belongs to. This is helpful for context.\n\nThen you can see the list of preconditions. All preconditions have to be fulfilled in order for the option/answer to be offered to the adventurer!\n\nThe actual text displayed in the option/answer may be changed when the preconditions are not fulfilled. You can set that here.\n\nOptions may be connected to actions (trading, entering secret words etc.).\n\nIf all went well, the effects listed will take effect and may change your NPC and/or its environment.\n\nLast, the next dialog will be determined and shown to the adventurer. Alternate texts are possible.\n\n","d_type":"text"},"d_13":{"d_id":"d_13","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"alternate_text":"That's right! An option/answer is only offered if all its preconditions are fullfilled.\n\n$TEXT$","r_id":"r_1","r_type":"dialog","r_value":"d_12"}},"o_sort":"1","o_text_when_prerequisites_met":"I got it: All preconditions have to be fullfilled.","o_text_when_prerequisites_not_met":""}},"d_sort":13.0,"d_text":"Preconditions are conditions that have to be fullfilled for an option to be offered to the adventurer.\n\nThere may for example be a precondition that checks if the adventurer has some gold. There is not much point in offering an option/answer like \"Sure! I'll give you one gold ingot\" if the adventurer doesn't have one.\n\nIt may also be necessary to offer diffrent options/answers depending on how far the adventurer has progressed on a quest.\n\nJust play a bit with the \"add precondition\" menu and see what we can check!\n\nAnd remember: *All* preconditions have to be fulfilled for the option/answer to be offered.","d_type":"text"},"d_14":{"d_id":"d_14","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_12"}},"o_sort":"1","o_text_when_prerequisites_met":"Sure, sure!","o_text_when_prerequisites_not_met":""}},"d_sort":14.0,"d_text":"Preconditions are checked before options/answers are offered, and effects take place at the very end.\n\nActions are diffrent. They are not so much *our* actions - but rather the actions of the adventurers.\n\nSometimes you (as an NPC, I mean!) just have to ask for a passphrase, or for a special quest item, or hand out a special quest item, or do some trade. All that may take time, and if you (the NPC) are unlucky, your adventurer may even wander off in the meantime without saying farewell!\n\nEven worse: Your adventurer may try to solve your puzzle, give you an answer or item - but it's the wrong one! Now, what shall you do? A reward doesn't seem appropriate. A hint that this wasn't the right thing would be much more helpful for both of you.\n\nTherefore, once you add an action to an option, the lower part of the menu splits up: There are now *two* target dialogs: One where the action was a success (the player answered correctly, brought the right item, ...) and one where the action failed. You can set diffrent target dialogs and thus diffrent reactions.\n\nThe effects of the dialog option will only be executed if the action was a success.\n\nIt's even possible to set how often an action can be repeated (sucessfully or unsuccessfully) withhin a given time frame. We NPC are patient, but we are not patient enough for infinite guessing.","d_type":"text"},"d_15":{"d_id":"d_15","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_12"}},"o_sort":"1","o_text_when_prerequisites_met":"Got it: With effects, you can change the state of things.","o_text_when_prerequisites_not_met":""}},"d_sort":15.0,"d_text":"Effects are the last thing that is applied before sending out the next dialog.\n\nEffects can be used to give the player something, to take an item from the player, to store that the adventurer has reached a certain goal withhin your quest, to let your NPC craft something, transfer items to chests and a whole bunch of other things. \n\nJust play around with the \"add effect\" menu!\n\nRemember: Preconditions *check* for certain stages. Effects *change* stages/conditions.","d_type":"text"},"d_16":{"d_id":"d_16","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"alternate_text":"Of course! Do you see this text, my additional answer? The options/answers are still the same. I'll also repeat here what I said before:\n\n$TEXT$","r_id":"r_1","r_type":"dialog","r_value":"d_16"}},"o_sort":"1","o_text_when_prerequisites_met":"Can you give me a demo?","o_text_when_prerequisites_not_met":""},"o_2":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_2","o_results":{"r_1":{"alternate_text":"Indeed! I like it as well.\n\nAnd: There is no need to repeat the original text. You can replace it entirely if you want to (like I did here).","r_id":"r_1","r_type":"dialog","r_value":"d_16"}},"o_sort":"2","o_text_when_prerequisites_met":"Cool!","o_text_when_prerequisites_not_met":""},"o_3":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_3","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_12"}},"o_sort":"3","o_text_when_prerequisites_met":"Ok. Got that now. Let's get back one step.","o_text_when_prerequisites_not_met":""}},"d_sort":16.0,"d_text":"It's quite common that your NPC may say something - and a bunch of questions arise from that. Once the first question was answered, all the other questions may still be of intrest.\n\nYou certainly don't want to add each possible question as a new option/answer to a huge amount of dialogs!\n\nInstead, you can let the option/answer have the same dialog (or another one) as target - and add some text in front of the text that would normally be displayed in this dialog . Thus, you get the same dialog with the same options/answers, but with a diffrent text.","d_type":"text"},"d_17":{"d_id":"d_17","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"alternate_text":"I appreciate your concern! In general, a recursion level of up to 5 may be supported. Just don't exaggerate it!\n\n$TEXT$","r_id":"r_1","r_type":"dialog","r_value":"d_12"}},"o_sort":"1","o_text_when_prerequisites_met":"Sure, sure! Some automatic forwarding is good, but I won't exaggerate it.","o_text_when_prerequisites_not_met":""}},"d_sort":17.0,"d_text":"Imagine the hero has slain the big evil dragon (let's not talk about dragons not always beeing evil, and adventurers not always beeing heros). Anyway. Our adventurer has done something that deserves comment.\n\nA greeting like \"Help! Help! We're suppressed by an evil dragon!\" would be a bit odd if we just watched the evil dragon beeing slayn right in front of our eyes.\n\nTherefore, if all preconditions are fulfilled, it is possible to select an option/answer automaticly. That option/answer will not be available for manual clicking. If its preconditions are fulfilled, it will be as if the adventurer selected that option/answer manually. That options' target dialog will be displayed.\n\nIt is possible to have an automaticly selected option lead to a dialog that has another automaticly selected option and so on, but...don't exaggerate it! There is a limit to how much recursion our NPC brains can handle. If that level is exceeded, the adventurer may be offered a confusing dialog.","d_type":"text"},"d_18":{"d_id":"d_18","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"alternate_text":"Yes, that's good. Please just don't ask me to give you an example here. A tutorial is not a good place for randomness.\n\n$TEXT$","r_id":"r_1","r_type":"dialog","r_value":"d_12"}},"o_sort":"1","o_text_when_prerequisites_met":"Good that you can say some random things.","o_text_when_prerequisites_not_met":""}},"d_sort":18.0,"d_text":"There's not always big adventure. Sometimes all we want to do is some small talk.\n\nIf you want to have multiple alternative dialogs that can follow from the same option/answer, you need to create a new dialog with the sole purpose of doing that forwarding.\n\nJust create an empty new dialog. The text will not matter. Create as many options/answers as you want to have random texts. The texts of these options/answers don't matter either - just their target dialogs.\n\nNow edit one of those options and switch it from \"by clicking manually\" to \"randomly\". This will change the entire dialog and its options to randomly.\n\nThe preconditions of these options/answers still have to be fulfilled.\n\nWhenever this new dialog shall be displayed, a random one of the answers (equally distributed) will be selected, and *that* dialog will then be shown.\n\nLike with automaticly selected options, there is a limit of how many times a randomly selected dialog can directly follow a randomly selected one.\n\nIn this, automatic selection and random selection share the same limit and count to the same limit.","d_type":"text"},"d_19":{"d_id":"d_19","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_2"}},"o_sort":"1","o_text_when_prerequisites_met":"Ok, got it. I'll enter the commands without parameters to see their help texts.","o_text_when_prerequisites_not_met":""}},"d_sort":19.0,"d_text":"If you have trouble reading what I have to say, you may try the command \" /npc_talk_style 1\". You can also use a 2 or 3 for diffrent formspec versions with this command. The version 1 is the most basic style. Not really recommended, but if your version of the game is ancient, then it may help. Version 2 is a bit better, and version 3 is the recommended, default one.\n\nThe chat command \"/npc_talk_debug \" allows you to get very detailled information about what is going on in the brain of any of your NPC.\n\n\"/npc_talk_privs\" is something for server admins. They can select which one of us has which rights. We can't just teleport adventurers around or give them items created out of thin air. Or even execute very complex lua commands. We need an extra permission for that.\n\n\"/npc_talk_generic\" is also something that's usually of intrest only to server admins. Sometimes you may want generic behaviuor - that is, not *this* particular guard, but *a* guard with a general guard-like behaviour (that can still be adjusted for this particular guard that you need).\n\n\"/npc_talk_reload\" is very powerful. It reloads the code of the entire mod without having to restart the server. Still, if there's a bug in your code, the world will crash. We don't like crashes.\n\n","d_type":"text"},"d_2":{"d_id":"d_2","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_3"}},"o_sort":"1","o_text_when_prerequisites_met":"Wait! What is an \"NPC\"?","o_text_when_prerequisites_not_met":""},"o_2":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_2","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_4"}},"o_sort":"2","o_text_when_prerequisites_met":"Isn't that slavery? Do you want to be freed?","o_text_when_prerequisites_not_met":""},"o_3":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_3","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_5"}},"o_sort":"3","o_text_when_prerequisites_met":"Tell me more about the initial configuration.","o_text_when_prerequisites_not_met":""},"o_4":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_4","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_6"}},"o_sort":"4","o_text_when_prerequisites_met":"Tell me more about dialogs, please!","o_text_when_prerequisites_not_met":""},"o_5":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_5","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_22"}},"o_sort":"5","o_text_when_prerequisites_met":"I want you to trade for me. Can you do that?","o_text_when_prerequisites_not_met":""},"o_6":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_6","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_19"}},"o_sort":"6","o_text_when_prerequisites_met":"What if I have trouble with some things? Are there any chat commands?","o_text_when_prerequisites_not_met":""},"o_7":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_7","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_25"}},"o_sort":"7","o_text_when_prerequisites_met":"Do you keep a log somewhere?","o_text_when_prerequisites_not_met":""},"o_8":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_8","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_26"}},"o_sort":"8","o_text_when_prerequisites_met":"I heard you can create special quest items?","o_text_when_prerequisites_not_met":""},"o_9":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_9","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_27"}},"o_sort":"9","o_text_when_prerequisites_met":"What are properties?","o_text_when_prerequisites_not_met":""}},"d_sort":2.0,"d_text":"I'm glad you're willing to learn how to teach us new things. We NPC love to work, and you can help us with that.\n\nThe first thing is our initial configuration. You need to take a moment and give us a name.\n\nThen there are the dialogs with which we talk with each other.\n\nAnd, of course, trade!\n\nWould you like to hear details about something?","d_type":"text"},"d_20":{"d_id":"d_20","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_6"}},"o_sort":"1","o_text_when_prerequisites_met":"Thanks!","o_text_when_prerequisites_not_met":""}},"d_sort":20.0,"d_text":"Glad that you ask!\n\nThere are a few texts that are replaced automaticly. Just take the text written in capitals and sourround it with $ on both sides, like $EXAMPLE$. I know the following:\n\nThis is $ MY_NAME $: $MY_NAME$\n$ NPC_NAME $ means the same: $NPC_NAME$\nMy $ OWNER_NAME $ is: $OWNER_NAME$\nYou are $ PLAYER_NAME $: $PLAYER_NAME$\nStarting a greeting with $ GOOD_DAY $: $GOOD_DAY$\nOr, withhin a sentence with $ good_DAY $: $good_DAY$","d_type":"text"},"d_21":{"d_id":"d_21","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"alternate_text":"Yes, indeed! Sorry that it is so much effort. We have only little brains.\n\n$TEXT$","r_id":"r_1","r_type":"dialog","r_value":"d_6"}},"o_sort":"1","o_text_when_prerequisites_met":"A bit complicated. But as long as it works...","o_text_when_prerequisites_not_met":""}},"d_sort":21.0,"d_text":"That is a bit complicated...it is possible but sadly not very comftable.\n\nFirst, you need to open the edit options menu by clicking on the button for the option you want to move (i.e. o_3). Then search at the very bottom for the \"Sort:\" field embedded between \"Prev\" and \"Next\" buttons. That sort value determines sort order. When you change it, your option will be moved to a diffrent position.\n\nIt may not be as straightforward as you expect it to be, but... it works in the end. With a bit of patience, sadly.","d_type":"text"},"d_22":{"d_id":"d_22","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_23"}},"o_sort":"1","o_text_when_prerequisites_met":"I want to buy (or sell) a limited amount of something. How can I do that?","o_text_when_prerequisites_not_met":""},"o_2":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_2","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_24"}},"o_sort":"2","o_text_when_prerequisites_met":"Is there a way to see who has bought what?","o_text_when_prerequisites_not_met":""},"o_3":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_3","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_2"}},"o_sort":"3","o_text_when_prerequisites_met":"Sounds good so far.","o_text_when_prerequisites_not_met":""}},"d_sort":22.0,"d_text":"Many of us NPC work as traders. It's good work! We paitently wait for customers and sell them whatever our owner wants to sell.\n\nFor that purpose, we do have our own inventory where we store what we buy and sell. You can get there via the \"Show me your inventory\" button.\n\nIn order to add the *first* trade, tell your NPC that you are its owner and want to give new orders. Then click on \"Show me your inventory\" - here you can already add items that are to be sold later on - and then on \"Trade list\". This will get you to the trade menu. \"Add a new trade\" opens a window where you can select what you want to sell for which price.\n\nIf you don't have the item you want to accept as payment, you can also enter its item name. Otherwise just place example items.\n\nItems with metadata (broken tools, written books, petz and the like) sadly cannot be traded.","d_type":"text"},"d_23":{"d_id":"d_23","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_22"}},"o_sort":"1","o_text_when_prerequisites_met":"Good! Back to general trading.","o_text_when_prerequisites_not_met":""}},"d_sort":23.0,"d_text":"In the trade list view, click on the button starting with \"[Limits]\". You'll get to an overview list where you can enter how much stock your NPC shall keep of which item.\n\nItems won't be sold if the remaining amount is lower than the given minimum.\n\nItems won't be bought (accepted as price) if the resulting amount would be more than the given maximum.\n\nIf the item isn't listed, click on \"<free inventory slot>\" and add the item name in the window. That way you can set limits for items the NPC doesn't have.","d_type":"text"},"d_24":{"d_id":"d_24","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_22"}},"o_sort":"1","o_text_when_prerequisites_met":"Certainly! Logs are practical.","o_text_when_prerequisites_not_met":""}},"d_sort":24.0,"d_text":"Yes, you can see who bought what and how much.\n\nThat logfile even shows who gave your NPC which command. It can be used to see how texts used to be if you changed something by accident.\n\nAnd, of course it's a good overview over which items sell well.","d_type":"text"},"d_25":{"d_id":"d_25","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_2"}},"o_sort":"1","o_text_when_prerequisites_met":"I'm sure such a log will come in handy.","o_text_when_prerequisites_not_met":""}},"d_sort":25.0,"d_text":"Yes, of course! We write as much down as we can. Our little NPC memory is not that big...\n\nIf you want to take a look at the logfile, go to \"Show me your inventory\" and then \"Trade list\". The Log is one of the options of that dialog.\n\nThe reason why we placed it there is because most of the logging is about successful trades. But of course we also log changes to the texts that we are to say so that you can restore things manually if something went wrong.","d_type":"text"},"d_26":{"d_id":"d_26","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_2"}},"o_sort":"1","o_text_when_prerequisites_met":"That's useful.","o_text_when_prerequisites_not_met":""}},"d_sort":26.0,"d_text":"Yes, it is sometimes necessary to hand out special quest items to adventurers so that they can complete the quest.\n\nWe can't create these items out of thin air. You have to give them to us first! Use the \"Show me your inventory\" button and add the items you want to use as quest items. When we run out of them, nobody can do the quest anymore :-(\n\nIn order to actually create a quet item, select the dialog option where you want to hand out the item.\n\nThen add an action of the type \"The NPC gives something to the player\".\n\nFirst - and this is important - add a blank/normal item in the input slot.\n\n*Then* add a description and special ID in the fields below. Of course the quest item is a special thing! The adventurer needs to know what it is (i.e. a \"Letter from Alice to Ben\" instead of just a \"Paper\"). Don't forget to add a special ID so that the item can be checked by the receiving NPC. Else the adventurer might create a fake!\n\nClick on \"Save\" to save it.\n\nYou might also want to edit \"Limit guessing\" and \"Limit repeating\".\n\nThe NPC that shall accept this special item as a quest item needs to be similarily configured. If your item has a special ID, it is sufficient to put it into the input slot of the edit menu of the appropriate action. ","d_type":"text"},"d_27":{"d_id":"d_27","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_28"}},"o_sort":"1","o_text_when_prerequisites_met":"I want to learn more about generic behaviour.","o_text_when_prerequisites_not_met":""},"o_2":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_2","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_2"}},"o_sort":"2","o_text_when_prerequisites_met":"Thanks for the explanation.","o_text_when_prerequisites_not_met":""}},"d_sort":27.0,"d_text":"Very often, we need to memorize how much of a quest an adventurer has already solved.\n\nSometimes - in particular in combination with generic behaviour - we ourshelves may have properties. I.e. we might be hungry, more or less friendly than the common town guard, and have this or that property.\n\nYou can set properties in the initial configuration menu which you can reach in edit mode via the \"Edit\" button on the very top of this window between my name and the \"Save\" button. Click on \"Edit properties\".\n\nProperties are texts. You can add, edit and remove them.\n\nProperties whose name starts with \"server\" can only be set by people with the right privileges and not by every owner.\n\nProperties starting with \"self.\" are some internal ones that we have and which you can see there.","d_type":"text"},"d_28":{"d_id":"d_28","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_27"}},"o_sort":"1","o_text_when_prerequisites_met":"Uh, ok...","o_text_when_prerequisites_not_met":""}},"d_sort":28.0,"d_text":"Generic behaviour...that is probably too complex to explain here. If you are a normal adventurer and not an administrator or creator of worlds, they're probably not relevant for you.\n\nOther than that...there is the README.md file which you might want to read.","d_type":"text"},"d_3":{"d_id":"d_3","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"alternate_text":"Exactly! I love playing as well.\n\nStill, they call me \"NPC \" and you \"adventurer\".\n\nPerhaps because us NPC, we seldom can play. We always have to be ready to answer any adventurer who comes by. Which is intresting - Adventurers have a lot of intresting things to tell us.","r_id":"r_1","r_type":"dialog","r_value":"d_3"}},"o_sort":"1","o_text_when_prerequisites_met":"Yes! Playing is fun.","o_text_when_prerequisites_not_met":""},"o_2":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_2","o_results":{"r_1":{"alternate_text":"That's good to hear, $PLAYER_NAME$. I hope you enjoy it!\n\nI myself, a humble NPC, will stay here and wait for you to come back from your adventures.","r_id":"r_1","r_type":"dialog","r_value":"d_3"}},"o_sort":"2","o_text_when_prerequisites_met":"I'm a player.","o_text_when_prerequisites_not_met":""},"o_3":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_3","o_results":{"r_1":{"alternate_text":"[Looks at you]\n\nNo...I somehow doubt that you are an NPC. You don't let others tell you what you have to say...you have a mind of your own and wander around. That's an adventurer for me.\n\nI'm an NPC.\n","r_id":"r_1","r_type":"dialog","r_value":"d_3"}},"o_sort":"3","o_text_when_prerequisites_met":"I'm an NPC as well.","o_text_when_prerequisites_not_met":""},"o_4":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_4","o_results":{"r_1":{"alternate_text":"[nods]\n\nYes, you look like an adventurer. I hope you have a great time and great adfentures!\n\nFor me, a life as an adventurer would be too stressful","r_id":"r_1","r_type":"dialog","r_value":"d_3"}},"o_sort":"4","o_text_when_prerequisites_met":"Yes, I'm an adventurer.","o_text_when_prerequisites_not_met":""},"o_5":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_5","o_results":{"r_1":{"alternate_text":"Adventurers - like yourself - go on great journeys, explore the world, free those that need beeing freed, fight hostile monsters, build new cities for us NPC, and do a lot of other things I as a humble NPC can only dream of.\n\nI envy you adventurers - but on the other hand I'm afraid of doing such a task myself.\n\nI'll stay here as an NPC, waiting for your return from your adventures.","r_id":"r_1","r_type":"dialog","r_value":"d_3"}},"o_sort":"5","o_text_when_prerequisites_met":"What is an adventurer?","o_text_when_prerequisites_not_met":""},"o_6":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_6","o_results":{"r_1":{"alternate_text":"That's a pity! You miss a lot. I've been told that adventurers in general love playing around. Maybe they need that as a contrast to their hard and dangerous work.\n\nWe, the NPC, don't have much time to play. We wait for adventurers to return with their stories.","r_id":"r_1","r_type":"dialog","r_value":"d_3"}},"o_sort":"6","o_text_when_prerequisites_met":"No! I never play.","o_text_when_prerequisites_not_met":""},"o_7":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_7","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_2"}},"o_sort":"7","o_text_when_prerequisites_met":"Thanks! I now know what an NPC is. Let's get on with learning!","o_text_when_prerequisites_not_met":""}},"d_sort":3.0,"d_text":"Some say that NPC are \"non-player characters\". I don't really know what that means...we all love to play from time to time, don't we?\n\nAnyway...we, the inhabitants of this world, are called \"NPC\". We live and stay here.\n\nYou are probably an \"adventurer\".","d_type":"text"},"d_4":{"d_id":"d_4","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_2"}},"o_sort":"1","o_text_when_prerequisites_met":"Ok...if you say so.","o_text_when_prerequisites_not_met":""}},"d_sort":4.0,"d_text":"No no! Don't worry. We really love working!\n\nIt can sometimes be a bit stressful of course...standing around all day. But we love it! Wouldn't want to do anything else.\n\nWe, the NPC, are most happy when you teach us new things. We want to talk with you adventurers!","d_type":"text"},"d_5":{"d_id":"d_5","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_2"}},"o_sort":"1","o_text_when_prerequisites_met":"Ok. And after the initial configuration? What else can I do?","o_text_when_prerequisites_not_met":""}},"d_sort":5.0,"d_text":"The initial configuration is necessary to lay down some basic things.\n\nYou can reach it by telling your NPC that you are its owner and have new orders. Then click on the \"Edit\" button in the topmost row, right between the NPC's name and the \"Save\" button. And it is of course shown the very first time you talk to us.\n\nFirst of, we need a \"name.\" You, our owner, select a name for us. Each NPC that got a name is proud of his/her name. There are many of us out there who never get blessed with such a great thing! Please show us your grace by giving us good names.\n\nThe \"NPC ID\" is how we are called internally and how we talk with each other. Not as nice as names, believe me!\n\nThen there is the \"description\". You can see it below our name when you talk to us. It usually shows what we specialize in. I'm \"the tutor\". You can enter any text you deem helpful.\n\nThe \"owner\" can only be changed by those blessed with special powers (some call it the \"npc_master priv\"). We accept new orders from our owners. My owner is $OWNER_NAME$.\n\nWith \"May be edited by:\" you can add further people that can give us orders. Be careful when you do that! *Your* masters (=server admin) may hold *you* responsible if people order us to say illegal things! \n\nPlease don't forget to use the \"Edit skin\" button to give your NPC a nice skin and clothes. We love to wear what you tell us to wear!\n\nThe \"Edit properties\" button is something more advanced that you don't have to worry about here.","d_type":"text"},"d_6":{"d_id":"d_6","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"alternate_text":"You're right! That is an option, and you selected it successfully.\n\n$TEXT$","r_id":"r_1","r_type":"dialog","r_value":"d_6"}},"o_sort":"1","o_text_when_prerequisites_met":"So...this is an option/answer, isn't it?","o_text_when_prerequisites_not_met":""},"o_10":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_10","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_20"}},"o_sort":"9","o_text_when_prerequisites_met":"Are there any placeholders I can use in the text?","o_text_when_prerequisites_not_met":""},"o_11":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_11","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_21"}},"o_sort":"10","o_text_when_prerequisites_met":"I want to change the order in which options/answers are displayed.","o_text_when_prerequisites_not_met":""},"o_2":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_2","o_results":{"r_1":{"alternate_text":"You're right again! Excellent!\n\n$TEXT$","r_id":"r_1","r_type":"dialog","r_value":"d_6"}},"o_sort":"2","o_text_when_prerequisites_met":"And this is another option?","o_text_when_prerequisites_not_met":""},"o_3":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_3","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_7"}},"o_sort":"3","o_text_when_prerequisites_met":"How can I add more options to a dialog?","o_text_when_prerequisites_not_met":""},"o_4":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_4","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_8"}},"o_sort":"4","o_text_when_prerequisites_met":"What is the start dialog, and how can I change it?","o_text_when_prerequisites_not_met":""},"o_5":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_5","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_9"}},"o_sort":"5","o_text_when_prerequisites_met":"What is d_got_item?","o_text_when_prerequisites_not_met":""},"o_6":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_6","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_10"}},"o_sort":"6","o_text_when_prerequisites_met":"What is d_end?","o_text_when_prerequisites_not_met":""},"o_7":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_7","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_11"}},"o_sort":"7","o_text_when_prerequisites_met":"How can I change to which dialog an option directs?","o_text_when_prerequisites_not_met":""},"o_8":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_8","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_12"}},"o_sort":"8","o_text_when_prerequisites_met":"I've heard about that \"edit options menu\". How does it work?","o_text_when_prerequisites_not_met":""},"o_9":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_9","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_2"}},"o_sort":"11","o_text_when_prerequisites_met":"So far so good. Is there more that you can do? Show me the overview again.","o_text_when_prerequisites_not_met":""}},"d_sort":6.0,"d_text":"A dialog - as we NPC understand it - is what you see here: The text that I am saying (this very text here!) and the options (or answers, if you might call it that way) that you can choose from.\n\nA dialog has a special internal name or ID. This is shown in edit mode.\n\nThe start dialog is the dialog that's shown when someone starts talking to us.\n\nOther special dialogs are d_got_item (when we got an item from an adventurer for inspection or keeping) and d_end (to end conversation).\n\nWhen you select an option/answer, you will be directed to a new (or sometimes the same) dialog.","d_type":"text"},"d_7":{"d_id":"d_7","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_6"}},"o_sort":"1","o_text_when_prerequisites_met":"Great! Let's go back to the dialogs.","o_text_when_prerequisites_not_met":""}},"d_sort":7.0,"d_text":"First, you need to enter edit mode by telling your NPC that you are its owner and have new orders.\n\nThen you can edit the dialog text in this location directly.\n\nWith the button \"Add a new option/answer to this dialog\", you can add new options.\n\nThe window with the options looks diffrently in edit mode. Instead of just showing the answers, it shows the internal name of the option as a button (clicking on it gets you to a more detailled edit window), then the name of the current target dialog (where you will get when you select this option; it's a dropdown menu, and you can change the target dialog there), a little arrow \"->\" that will take you to said dialog in edit mode, and finally an input field for the text of the option/answer. There you can edit that options' text.","d_type":"text"},"d_8":{"d_id":"d_8","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"r_id":"r_1","r_type":"dialog","r_value":"d_6"}},"o_sort":"1","o_text_when_prerequisites_met":"I see. That makes sense.","o_text_when_prerequisites_not_met":""}},"d_sort":8.0,"d_text":"The start dialog is the first dialog shown to the adventurer. You can change this start dialog later on with the buttons in the menu if you want.\n\nWe all have to start somewhere.","d_type":"text"},"d_9":{"d_id":"d_9","d_options":{"o_1":{"o_grey_when_prerequisites_not_met":"false","o_hide_when_prerequisites_not_met":"false","o_id":"o_1","o_results":{"r_1":{"alternate_text":"Yes, by all means listen to what I have to say about editing dialog options later on!\n\n$TEXT$","r_id":"r_1","r_type":"dialog","r_value":"d_6"}},"o_sort":"1","o_text_when_prerequisites_met":"I see. You'll tell me more about this later on when we talk about accepting items.","o_text_when_prerequisites_not_met":""}},"d_sort":9.0,"d_text":"We NPC may accept items from adventurers. That is not normal trading, mind you!\n\nWe may also offer quests. Quests may involve adventurers bringing us items. Those items need to be inspected in order to see if they are the right item. That can happen in this special dialog d_got_item. It is mostly needed for internal use.","d_type":"text"}},"n_id":"n_67","n_npc":"Tim","npc_owner":"singleplayer"}