diff --git a/export_to_ink.lua b/export_to_ink.lua index 7852d81..f472f77 100644 --- a/export_to_ink.lua +++ b/export_to_ink.lua @@ -120,7 +120,7 @@ yl_speak_up.export_to_ink.print_choice = function(lines, choice_text, n_id, star divert_to = tostring(start_dialog) elseif(divert_to == "d_end" or divert_to == tostring(n_id).."_d_end") then -- go back to choosing between talking to NPC and end - divert_to = tostring(n_id).."_main" + divert_to = tostring(n_id).."_d_end" elseif(string.sub(divert_to, 1, 2) ~= "n_") then -- make sure it is prefixed with the n_id divert_to = tostring(n_id).."_"..tostring(divert_to) @@ -391,9 +391,13 @@ yl_speak_up.export_to_ink_language = function(dialog, n_id) start_dialog = tostring(n_id).."_"..tostring(start_dialog) end - local main = tostring(n_id).."_main" - local tmp = {"-> ", main, - "\n=== ", main, " ===", + -- go to the main loop whenever the player ends the conversation with the NPC; + -- this allows to create an additional dialog in INK where the player can then + -- decide to talk to multiple NPC - or to continue his conversation with the + -- same NPC + local main_loop = tostring(n_id).."_d_end" + local tmp = {"-> ", main_loop, + "\n=== ", main_loop, " ===", "\nWhat do you wish to do?", "\n+ Talk to ", tostring(dialog.n_npc), " -> ", tostring(start_dialog), "\n+ End -> END"} @@ -499,7 +503,7 @@ yl_speak_up.export_to_ink_language = function(dialog, n_id) end -- dealt with the option -- add way to end talking to the NPC ink_export.print_choice(tmp, "Farewell!", n_id, start_dialog, - nil, tostring(n_id).."_main", false, nil, dialog_names) + nil, tostring(n_id).."_d_end", false, nil, dialog_names) -- add the knots for actions and effects for this dialog and all its options: for _, line in ipairs(tmp2) do