From 1b492e50f83ea2b37b67b5a44b4d1bf31e17f596 Mon Sep 17 00:00:00 2001 From: Sokomine Date: Fri, 8 Sep 2023 21:37:34 +0200 Subject: [PATCH] minor changes in readme.md --- readme.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/readme.md b/readme.md index 1c91031..ee7e2cc 100644 --- a/readme.md +++ b/readme.md @@ -110,11 +110,11 @@ Some texts, like i.e. the name of the NPC or its owner, can be [automaticly repl The dialog that is to be shown is selected this way: * At first, the NPC will usually show the [start dialog](#start_dialog). * If the player selected an option, the target dialog of that option is shown. -* 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. +* 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. * [Autoselect/Autoanswer](#autoselect_autoanswer) may select an option automaticly if all preconditions are met and switch to a diffrent dialog. * If the options are set to [random Dialog](#random_dialogs), then an option is choosen randomly and the appropriate dialog will be shown. -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: +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: * _check_ an internal state (i.e. of a [quest](#quests)) - based on a system of [variables](#variables) * _check_ the value of a [property of the NPC](#properties) (for [generic NPC](#generic_behaviour)) * something that has to be calculated or evaluated (=call a function); this can be extended with [custom functions](#precon_action_effect) on the server @@ -149,7 +149,7 @@ If the action was successful (or there was no action at all), then the _effects_ * _place_, _dig_, _punch_ or _right-click_ a block somewhere * put item from the NPC's inventory into a chest etc. * take item from a chest etc. and put it into the NPC's inventory -* _deal_ (accept or refuse) an item the player offered to the NPC - [the last thing the player gave to the NPC](#npc_wants)) +* _deal with_ (accept or refuse) an item the player offered to the NPC - [the last thing the player gave to the NPC](#npc_wants)) * NPC crafts something with the things he has in its inventory * go to other dialog if the previous _effect_ failed * send a chat message to all players