Difference between revisions of "Dialogue Pools"
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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.