forked from Sokomine/yl_speak_up
minor changes in readme.md
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@ -110,11 +110,11 @@ Some texts, like i.e. the name of the NPC or its owner, can be [automaticly repl
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The dialog that is to be shown is selected this way:
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* At first, the NPC will usually show the [start dialog](#start_dialog).
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* If the player selected an option, the target dialog of that option is shown.
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* If the NPC inherits some [generic behaviour](#generic_behaviour), it may show another dialog or additional options. *Note:* As a player, you have no influence on this.
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* If the NPC inherits some [generic behaviour](#generic_behaviour), it may show another dialog or additional options.<br>*Note:* As a player, you have no influence on this.
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* [Autoselect/Autoanswer](#autoselect_autoanswer) may select an option automaticly if all preconditions are met and switch to a diffrent dialog.
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* If the options are set to [random Dialog](#random_dialogs), then an option is choosen randomly and the appropriate dialog will be shown.
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Not all options of a dialog will be shown in all situations. An option/answer can have one or more _preconditions_. All preconditions of an option have to be true in order for the option to be offered to the player. A _precondition_ is something that can be either true or false. This can be:
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Not all options of a dialog will be shown in all situations. An option/answer can have one or more _preconditions_. _All preconditions of an option have to be true_ in order for the option to be offered to the player. A _precondition_ is something that can be either true or false. This can be:
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* _check_ an internal state (i.e. of a [quest](#quests)) - based on a system of [variables](#variables)
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* _check_ the value of a [property of the NPC](#properties) (for [generic NPC](#generic_behaviour))
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* something that has to be calculated or evaluated (=call a function); this can be extended with [custom functions](#precon_action_effect) on the server
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@ -149,7 +149,7 @@ If the action was successful (or there was no action at all), then the _effects_
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* _place_, _dig_, _punch_ or _right-click_ a block somewhere
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* put item from the NPC's inventory into a chest etc.
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* take item from a chest etc. and put it into the NPC's inventory
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* _deal_ (accept or refuse) an item the player offered to the NPC - [the last thing the player gave to the NPC](#npc_wants))
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* _deal with_ (accept or refuse) an item the player offered to the NPC - [the last thing the player gave to the NPC](#npc_wants))
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* NPC crafts something with the things he has in its inventory
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* go to other dialog if the previous _effect_ failed
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* send a chat message to all players
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