forked from your-land-mirror/yl_speak_up
explained properties in README.md
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README.md
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README.md
@ -334,6 +334,30 @@ yl_speak_up.player_vars_save_file JSON file containing information about
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quest progress and quest data for individual
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players.
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Properties
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==========
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NPC may have properties. A property is a value a particular NPC has. It
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does not depend on any player and will remain the same until you change
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it for this NPC. You can view and change properties via the "Edit" button
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and then clicking on "Edit properties". There are preconditions for
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checking properties and effects for changing them.
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Properties prefixed by the text "self." originate from the NPC itself,
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i.e. self.order (as used by many mobs_redo NPC for either following their
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owner, standing around or wandering randomly). They usually cannot be
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changed - unless you write a function for them. See
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yl_speak_up.custom_property_handler
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and
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custom_functions_you_can_override.lua
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You can also react to or limit normal property changes this way.
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Example for a property: mood of the NPC (raises when treated well, gets
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lowered when treated badly).
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Properties are also extremyl important for generic behaviour. Depending
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on the properties of the NPC, a particular generic behaviour might fit
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or not fit to the NPC.
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Generic behaviour
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=================
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Sometimes you may have a group of NPC that ought to show a common behaviour
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@ -362,7 +386,7 @@ The creator of a generic dialog can't know all situations where NPC may want
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to use his dialogs and where those NPC will be standing and by whom they
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are owned. Therefore only a limited amount of types of preconditions are
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allowed for the preconditions of this first automatic option: state,
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player_inv and custom.
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property, player_inv and custom.
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The other dialogs that follow after this first automatic dialog may contain
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a few more types of preconditions: player_offered_item, function and other
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