added quest items and password input to README.md

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Sokomine 2021-06-15 01:17:55 +02:00
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@ -13,13 +13,13 @@ option A reply/answer to the text the NPC said.
precondition/ All listed preconditions have to be true in order for the NPC
prerequirement to offer this option.
effect/result Further effects (like setting variables, handing out items)
selecting a particular option has.
action An action the player may (or may not) take, i.e. trading,
taking an item from the NPC, giving the NPC something, entering
the right password etc.
effect/result Further effects (like setting variables, handing out items)
that take place after the action was successful.
How to configure NPC and add dialogs
====================================
There are two ways:
@ -134,3 +134,46 @@ If unsure where to put your trades: If your NPC wants to tell players a story
about what he sells (or if it is i.e. a barkeeper), put your trades in the
options of dialogs. If you just want to sell surplus items to other players
and have the NPC act like a shop, then use the trade list.
Quest items
===========
Quest items can be *created* to some degree as part of the *action* of an
*option* through the edit options menu.
MineTest does not allow to create truely new items on a running server on
the fly. What can be done is giving specific items (i.e. *that* one apple,
*that* piece of paper, *that* stack of wood, ..) a new description that
makes it diffrent from all other items of the same type (i.e. all other
apples).
A new description alone may also be set by the player with the engraving
table (provided that mod is installed):
https://forum.minetest.net/viewtopic.php?t=17482
In order to distinguish items created by your NPC and those created through
the engraving table or other mods, you can set a special ID. That ID will
also contain the name of the player to which the NPC gave the item. Thus,
players can't just take the quest items of other players from their bones
and solve quests that way.
The actions *npc_gives* and *npc_wants* are responsible for handling of
quest items. They can of course also handle regular items.
If an NPC creates a special quest item for a player in the *npc_gives*
action, it takes the item out of its inventory from a stack of ordinary
items of that type and applies the necessary modifications (change
description, set special quest ID, set information which player got it).
If the NPC gets such a quest item in an *npc_wants* action, it will check
the given parameters. If all is correct, it will strip those special
parameters from the item, call the action a success and store the item
in its inventory without wasting space (the item will likely stack if it
is *not* a quest item).
Entering Passwords
==================
Another useful method for quests is the *text_input* action. It allows the
NPC to ask for a passwort or the answer to a question the NPC just asked.
The player's answer is checked against the *expected answer* that you give
when you set up this action.