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synced 2025-06-16 05:38:06 +02:00
renamed main ink loop to postfix _d_end instead of main to make its point more obvious
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@ -120,7 +120,7 @@ yl_speak_up.export_to_ink.print_choice = function(lines, choice_text, n_id, star
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divert_to = tostring(start_dialog)
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elseif(divert_to == "d_end" or divert_to == tostring(n_id).."_d_end") then
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-- go back to choosing between talking to NPC and end
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divert_to = tostring(n_id).."_main"
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divert_to = tostring(n_id).."_d_end"
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elseif(string.sub(divert_to, 1, 2) ~= "n_") then
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-- make sure it is prefixed with the n_id
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divert_to = tostring(n_id).."_"..tostring(divert_to)
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@ -391,9 +391,13 @@ yl_speak_up.export_to_ink_language = function(dialog, n_id)
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start_dialog = tostring(n_id).."_"..tostring(start_dialog)
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end
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local main = tostring(n_id).."_main"
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local tmp = {"-> ", main,
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"\n=== ", main, " ===",
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-- go to the main loop whenever the player ends the conversation with the NPC;
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-- this allows to create an additional dialog in INK where the player can then
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-- decide to talk to multiple NPC - or to continue his conversation with the
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-- same NPC
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local main_loop = tostring(n_id).."_d_end"
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local tmp = {"-> ", main_loop,
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"\n=== ", main_loop, " ===",
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"\nWhat do you wish to do?",
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"\n+ Talk to ", tostring(dialog.n_npc), " -> ", tostring(start_dialog),
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"\n+ End -> END"}
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@ -499,7 +503,7 @@ yl_speak_up.export_to_ink_language = function(dialog, n_id)
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end -- dealt with the option
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-- add way to end talking to the NPC
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ink_export.print_choice(tmp, "Farewell!", n_id, start_dialog,
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nil, tostring(n_id).."_main", false, nil, dialog_names)
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nil, tostring(n_id).."_d_end", false, nil, dialog_names)
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-- add the knots for actions and effects for this dialog and all its options:
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for _, line in ipairs(tmp2) do
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