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