forked from your-land-mirror/yl_speak_up
added two more example dialogs to new npc in order to help new users
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@ -151,7 +151,8 @@ yl_speak_up.input_fs_initial_config = function(player, formname, fields)
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-- create a new dialog
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f.d_id = yl_speak_up.text_new_dialog_id
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-- ...with this text
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f.d_text = "$GOOD_DAY$ $PLAYER_NAME$,\nI am $NPC_NAME$. I don't know much yet.\n"..
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f.d_text = "$GOOD_DAY$ $PLAYER_NAME$,\n"..
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"I am $NPC_NAME$. I don't know much yet.\n"..
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"Hopefully $OWNER_NAME$ will teach me to talk soon."
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-- it is the first, initial dialog
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f.d_sort = "0"
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@ -160,10 +161,39 @@ yl_speak_up.input_fs_initial_config = function(player, formname, fields)
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f.npc_owner = yl_speak_up.npc_owner[ n_id ]
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-- create and save the first dialog for this npc
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local dialog = yl_speak_up.fields_to_dialog(pname, f)
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-- add example answers and dialogs; they may be irritating for experienced
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-- users, but help new users a lot in figuring out how the system works
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--
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-- first, we create three example dialogs as such:
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-- (the first one has already been created in the creation of the dialog;
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-- yl_speak_up.fields_to_dialog stores d_id in yl_speak_up.speak_to[pname].d_id)
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local new_d_1 = "d_1"
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local new_d_2 = yl_speak_up.add_new_dialog(dialog, pname, "2",
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"I'm glad that you wish me to talk to you.\n\n"..
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"I hope we can talk more soon!")
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local new_d_3 = yl_speak_up.add_new_dialog(dialog, pname, "3",
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"Oh! Do you really think so?\n\n"..
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"To me, talking is important.")
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-- we are dealing with a new NPC, so there are no options yet
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-- options added to dialog f.d_id:
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local new_d_1_o_1 = yl_speak_up.add_new_option(dialog, pname, nil,
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"d_1", "I hope so as well!", new_d_2)
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local new_d_1_o_2 = yl_speak_up.add_new_option(dialog, pname, nil,
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"d_1", "No. Talking is overrated.", new_d_3)
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-- options added to dialog new_d_2:
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local new_d_2_o_1 = yl_speak_up.add_new_option(dialog, pname, nil,
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"d_2", "Glad that we agree.", new_d_1)
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-- options added to dialog new_d_3:
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local new_d_3_o_1 = yl_speak_up.add_new_option(dialog, pname, nil,
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"d_3", "No. I was just joking. I want to talk to you!", new_d_2)
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local new_d_3_o_2 = yl_speak_up.add_new_option(dialog, pname, nil,
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"d_3", "Yes. Why am I talking to you anyway?", "d_end")
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-- save our new dialog
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yl_speak_up.save_dialog(n_id, dialog)
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yl_speak_up.speak_to[pname].dialog = dialog
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dialog.n_may_edit = {}
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-- now connect the dialogs via results
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yl_speak_up.log_change(pname, n_id,
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"Initial config saved. "..
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"NPC name: \""..tostring(fields.n_npc)..
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