Difference between revisions of "Dialogue Pools"

From wiki
Jump to: navigation, search
(Initial commit.)
(No difference)

Revision as of 05:54, 4 June 2017

In Staxel, *.dialoguepool files are used to specify a collection of dialogues which are to be played together. These files also contain a type property to describe what type of dialogues are collected.

Creating a *.dialoguepool file

Creating an dialogue pool is fairly easy once you have created a dialogue, due to dialogue pools being more of a collection of other files. The full file looks like;

{
  "code" : "mods.modname.dialoguepools.dialoguepoolname",
  "type" : "Personality",
  "dialogue" : [
    "mods.modname.dialogue.dialoguename"
  ]
}

The property "type" can only contain special values, listed below. Otherwise the rest should be explanatory. Once this is done, you can add it to your [[Villager Personalities


Config Options

"code"

Valid options (String): A unique string which species what this object is.

Default Value: No default value is specified. Always need to provide your own.


A string containing the code of the item the blob will be referring to.


"dialogue"

Valid options (List of strings): A list of strings which point to a Dialogue code each.

Default Value: Null or nothing specified.


This is a list of strings that point towards the dialogues which will be selected when this pool is used.


"type"

Valid options (String): One of the following options: Greeting, General, Weather, Evening, Morning, Personality, Quest, Theft, Leaving, Job, WorkPlaceMissing, Unemployed

Default Value: No default value is specified. Always need to provide your own.


This string chooses the type of dialogue and how the game should handle it. Some sections will require a certain type of dialogue or will crash.