explained properties in README.md

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Sokomine 2022-07-17 19:19:12 +02:00
parent 4c577280ac
commit f3be11f647

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