Difference between revisions of "Dialogue"
DeamonHunter (Talk | contribs) (Updated to new category.) |
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Look at the documentation around Yarn, particularly sections such as [https://github.com/thesecretlab/YarnSpinner/blob/master/Documentation/YarnSpinner-Dialogue/Usage.md this]. Do not Yarn is changing frequently and documentation might not line up with the implementation used in Staxel. | Look at the documentation around Yarn, particularly sections such as [https://github.com/thesecretlab/YarnSpinner/blob/master/Documentation/YarnSpinner-Dialogue/Usage.md this]. Do not Yarn is changing frequently and documentation might not line up with the implementation used in Staxel. | ||
− | + | = Additional Dialogue Functions = | |
These are additional functions that Staxel offers to integrate the dialogue into the game. They range from functions that do decision making to functions which give and take items and money from the player. | These are additional functions that Staxel offers to integrate the dialogue into the game. They range from functions that do decision making to functions which give and take items and money from the player. | ||
− | == | + | == Branching Functions == |
− | + | These functions cause the game to go to a different dialogue when a certain condition is met. | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
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'''Usage: <code><<branchAchievementNotCompleted staxel.achievement.PlantCrop PlantingWait>></code>''' | '''Usage: <code><<branchAchievementNotCompleted staxel.achievement.PlantCrop PlantingWait>></code>''' | ||
− | Parameter 1: Achievement | + | Parameter 1: Code of the [[Achievements|Achievement]] you want to check. (e.g. staxel.achievement.PlantCrop) |
Parameter 2: Title of the Node to move to. | Parameter 2: Title of the Node to move to. | ||
− | When this function is hit, it will check if the selected | + | When this function is hit, it will check if the selected [[Achievements|Achievement]] has been completed. If it has been completed it will continue on normally. If it has not been completed, then it will move to the specified node. |
+ | |||
+ | Useful for checking for completed actions, such as checking if the player has placed a Pet House. | ||
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'''Usage: <code><<branchBuildingHasExisted staxel.totem.workplace.Patisserie Existed>></code>''' | '''Usage: <code><<branchBuildingHasExisted staxel.totem.workplace.Patisserie Existed>></code>''' | ||
− | Parameter 1: Totem | + | Parameter 1: Code of the [[Totems|Totem]] you want to check. (e.g. staxel.totem.workplace.Patisserie) |
Parameter 2: Title of the Node to move to. | Parameter 2: Title of the Node to move to. | ||
− | When this function is hit, it will check if the specified | + | When this function is hit, it will check if the specified [[Totems|Totem]] has been completed at some point (i.e Has been built). If it hasn't then continue on normally. If it has been completed, then move to the specified node. |
+ | |||
+ | This is useful for making sure you only talk about buildings that exist or have existed. (Note: Building does need to have been built before. Just placing totem doesn't count.) | ||
+ | |||
− | If you require that it does exist then check [[#branchValidStructureExists]]. | + | ''If you require that it does exist then check [[#branchValidStructureExists]].'' |
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When this function is hit, it will check if the player has unclaimed rewards. If they do, then it will head to the specified node, otherwise continues on normally. | When this function is hit, it will check if the player has unclaimed rewards. If they do, then it will head to the specified node, otherwise continues on normally. | ||
+ | |||
+ | |||
+ | Mainly used by Farm Fan to give the player rewards. Not too useful for other players. | ||
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'''Usage: <code><<branchPlayerCantAffordItem item staxel.item.crafting.MugOSap 1 CantAfford>></code>''' | '''Usage: <code><<branchPlayerCantAffordItem item staxel.item.crafting.MugOSap 1 CantAfford>></code>''' | ||
− | Parameter 1: Can be <code>item, tilePlacer | + | Parameter 1: Can be <code>item, tilePlacer, plant, recipe or clothing</code>. Use item for [[Items]]. Use tilePlacer for [[Tile|Tiles]]. Use plant for [[Plants|seeds. Use recipe for [[Recipes]] and use clothing for [[Accessory|Accessories]]. |
− | Parameter 2: | + | Parameter 2: Code of the thing you want to buy. (e.g. staxel.item.crafting.MugOSap) |
− | Parameter 3: | + | Parameter 3: Number of the item you want the player to buy. |
+ | Parameter 4: Title of the Node to move to. | ||
− | When this function is hit, it will check if the player can afford the item. If they can then continue on normally. If they can't then move onto the specified node. This is useful for | + | Parameter 5: (Optional) The multiplier to the price. (i.e. 2.00 to make it 2 times as expensive. 0.5 to make it half as expensive.) |
+ | |||
+ | |||
+ | When this function is hit, it will check if the player can afford the item. If they can then continue on normally. If they can't then move onto the specified node. | ||
+ | |||
+ | |||
+ | This is useful for checking if the player can actually afford the item. | ||
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'''Usage: <code><<branchPlayerDoesntHaveItemOfCategory seed PlantingGive>></code>''' | '''Usage: <code><<branchPlayerDoesntHaveItemOfCategory seed PlantingGive>></code>''' | ||
− | Parameter 1: Category to look for. | + | Parameter 1: Category to look for for any item in the player's inventory. |
Parameter 2: Title of the Node to move to. | Parameter 2: Title of the Node to move to. | ||
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When this function is hit, it will check if the player has an item with the specific category. If they do, continue on normally and if they don't, move to the specified node. | When this function is hit, it will check if the player has an item with the specific category. If they do, continue on normally and if they don't, move to the specified node. | ||
+ | |||
+ | |||
+ | This is useful for checking if the player has an item that the NPC wants. (For example, check for seeds so that the tutorial can teach the player how to place them.) | ||
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'''Usage: <code><<branchPlayerDoesntHavePlayerItem staxel.item.FarmRegistrationLetter GoodBye>></code>''' | '''Usage: <code><<branchPlayerDoesntHavePlayerItem staxel.item.FarmRegistrationLetter GoodBye>></code>''' | ||
− | Parameter 1: Item | + | Parameter 1: Code of the [[Items|Item]] you want to check. (e.g. staxel.crop.tomato) |
Parameter 2: Title of the Node to move to. | Parameter 2: Title of the Node to move to. | ||
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− | + | This is useful for checking if the player has an item that the NPC wants. (For example, check for seeds so that the tutorial can teach the player how to place them.) | |
− | + | ||
− | |||
+ | === branchNoVillagerWithPersonality === | ||
+ | '''Usage: <code><<branchNoVillagerWithPersonality staxel.village.personality.Tomboy NoTomboy>></code>''' | ||
− | + | Parameter 1: Code of the [[Villager Personalities|Villager Personality]] to search for. (e.g staxel.village.personality.Tomboy) | |
+ | Parameter 2: Title of the Node to move to. | ||
− | |||
− | |||
− | + | When this function is hit, it will search to see if a villager with the specified personality exists in the world. If they do, continue on normally and if they don't, move to the specified node. | |
− | + | This is useful for when you want to talk about another type of villager that may or may not be in the village. | |
− | === | + | === branchNoVillagerWithName=== |
− | '''Usage: <code><< | + | '''Usage: <code><<branchNoVillagerWithName Leif TellRumour>></code>''' |
− | Parameter 1: | + | Parameter 1: Name of villager to look for. |
+ | Parameter 2: Title of the Node to move to. | ||
− | |||
+ | When this function is hit, it will search to see if a villager with the specified name exists in the world. If they do, continue on normally and if they don't, then move to the specified node. | ||
− | |||
− | |||
− | Parameter 1: Code of the | + | This is useful for when you want to talk about another specific villager that may or may not be in the village. It is probably better to use [[#branchNoVillagerWithPersonality]] as it is more specific. |
+ | |||
+ | |||
+ | === branchValidStructureExists === | ||
+ | '''Usage: <code><<branchValidStructureExists staxel.totem.AirshipLanding AirshipAvailable>></code>''' | ||
+ | |||
+ | Parameter 1: Code of the [[Totems|Totem]] you want to check. (e.g. staxel.totem.AirshipLanding) | ||
Parameter 2: Title of the Node to move to. | Parameter 2: Title of the Node to move to. | ||
− | When this function is hit, it will search to see if a | + | When this function is hit, it will search to see if a valid totem of the type specified exists. If it does, then head to the specified node otherwise it continues on normally. |
− | + | Useful for checking that a building actually exists, and is still existing, before going to it/ talking about it. | |
− | + | ||
− | + | ''If you want to know that the building existed at some point then head to [[#branchValidStructureExists]].'' | |
− | |||
+ | == Dialogue Control Functions == | ||
+ | These functions determine how the dialogue looks and feels to the player. | ||
− | |||
+ | === lockPlayerInConversation / releasePlayerFromConversation === | ||
+ | '''Usage: <code><<lockPlayerInConversation>></code> or <code><<releasePlayerFromConversation>></code>''' | ||
− | |||
− | |||
− | + | LockPlayerInConversation forces the player to enter into conversation mode. Conversation mode does several things; | |
+ | * Stop the player from moving. | ||
+ | * Brings in the black bars | ||
+ | * Focuses player focus onto the NPC | ||
− | + | ReleasePlayerFromConversation removes conversation mode from the player. Allowing them to move off and end the conversation. A <code>[[#typewriterMode|<<typewriterMode off true true>>]]</code> should be placed with this command if <code><<typewritermode on>></code> was present. | |
+ | This is used for all dialogue that is personal to the player. (i.e. Not merchant chatter.) | ||
− | |||
− | + | === pickRandomLine === | |
+ | '''Usage: | ||
+ | <pre><<pickRandomLine>> | ||
+ | This is line 1. | ||
− | + | This is line 2. | |
− | + | ||
+ | <<flushRandomLine>></pre>''' | ||
− | |||
+ | Choose a single line, from a number of text only lines, randomly up either up to the end of the node or up to the command <<flushRandomLine>>. Used to select either a random section of text so that it doesn't repeat the same text too often. | ||
− | |||
− | |||
+ | === pickRandomPath === | ||
+ | '''Usage: | ||
+ | <pre><<pickRandomPath>> | ||
− | + | <<NodeName1>> | |
+ | |||
+ | <<NodeName2>> | ||
+ | |||
+ | <<flushRandomPath>></pre>''' | ||
+ | |||
+ | |||
+ | Choose a single line, from a number of node names, randomly up either up to the end of the node or up to the command <<flushRandomPath>>. Used to select a random node to go to so the same section of text isn't repeated often. Less clutter, in the one node, than [[#pickRandomPath]] when dealing with larger conversations. | ||
+ | |||
+ | |||
+ | === resumeProgress === | ||
+ | '''Usage: <code><<resumeProgress>>>></code>''' | ||
+ | |||
+ | |||
+ | Resume the last node that was saved for the current player. If there is no saved value or if saved value is the "Start" node then continue on the current node. | ||
+ | |||
+ | |||
+ | === saveProgress === | ||
+ | '''Usage: <code><<saveProgress>> or <<saveProgress NodeA>></code>''' | ||
+ | |||
+ | Parameter 1: The title of the node to save. (Skipping means the last node is saved.) | ||
+ | |||
+ | |||
+ | This saves the current node to a variable which is then stored. Useful for when a conversation needs to be completed. (e.g. It is used in the tutorial to save the last location Farm Fan was in.) | ||
+ | |||
+ | |||
+ | === shuffleNextOptions === | ||
+ | '''Usage: <code><<shuffleNextOptions>></code>''' | ||
+ | |||
+ | |||
+ | Make the next set of options be in a random order when shown to the player. | ||
+ | |||
+ | |||
+ | === typewriterMode === | ||
+ | '''Usage: <code><<typewriterMode on>> or <<typewriterMode off true true>></code>''' | ||
+ | |||
+ | Parameter 1: Turn on or off typewriter mode. | ||
+ | |||
+ | Parameter 2: (If Parameter 1 is off) Clear the message so it doesn't stay around. (Set to False to keep messages after this value) | ||
+ | |||
+ | Paremeter 3: (If Parameter 1 is off and Parameter 2 is True) Setting to True lets the current node immediately end without the need to click. (e.g Ending conversation immediately.) | ||
+ | |||
+ | |||
+ | Setting the typewriter to on makes it so text is filtered out a single character at a time instead of the entire message appearing at once. Should be turned off at the end of a conversation (i.e. <<typewriterMode off true true>>) before [[#lockPlayerInConversation / releasePlayerFromConversation|releasing from conversation]]. | ||
+ | |||
+ | |||
+ | == Useful Functions == | ||
+ | These are a collection of functions that will provide useful game benefits. This includes giving items, money and other functions. | ||
+ | |||
+ | |||
+ | === adjustReputation === | ||
+ | '''Usage: <code><<adjustReputation 20>></code>''' | ||
+ | |||
+ | Parameter 1: Amount to adjust by. | ||
+ | |||
+ | |||
+ | Adjust the player's reputation with this villager by the amount specified. | ||
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'''Usage: <code><<emote staxel.emote.ScratchHead>></code>''' | '''Usage: <code><<emote staxel.emote.ScratchHead>></code>''' | ||
− | Parameter 1: Emote | + | Parameter 1: Code of the [[Emote]] you want to play. (e.g. staxel.emote.ScratchHead) |
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'''Usage: <code><<giveItemToPlayerIfDoesntHave item staxel.item.tool.Hoe>></code>''' | '''Usage: <code><<giveItemToPlayerIfDoesntHave item staxel.item.tool.Hoe>></code>''' | ||
− | Parameter 1: Can be <code>item, tilePlacer | + | Parameter 1: Can be <code>item, tilePlacer, plant, recipe or clothing</code>. Use item for [[Items]]. Use tilePlacer for [[Tile|Tiles]]. Use plant for [[Plants|seeds. Use recipe for [[Recipes]] and use clothing for [[Accessory|Accessories]]. |
− | Parameter 2: | + | Parameter 2: Code of the thing you want to check and give. (e.g. staxel.item.tool.Hoe) |
+ | |||
+ | Parameter 3: Number of the item you want to give the player. | ||
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'''Usage: <code><<giveItemToPlayerIfCantAfford plant staxel.crop.Tomato>></code>''' | '''Usage: <code><<giveItemToPlayerIfCantAfford plant staxel.crop.Tomato>></code>''' | ||
− | Parameter 1: Can be <code>item, tilePlacer | + | Parameter 1: Can be <code>item, tilePlacer, plant, recipe or clothing</code>. Use item for [[Items]]. Use tilePlacer for [[Tile|Tiles]]. Use plant for [[Plants|seeds. Use recipe for [[Recipes]] and use clothing for [[Accessory|Accessories]]. |
+ | |||
+ | Parameter 2: Code of the thing you want to check and give. (e.g. staxel.item.tool.Hoe) | ||
− | Parameter | + | Parameter 3: Number of the item you want to give the player. |
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'''Usage: <code><<loadItemBuyPrice item staxel.item.crafting.MugOSap 1 $sap>></code>''' | '''Usage: <code><<loadItemBuyPrice item staxel.item.crafting.MugOSap 1 $sap>></code>''' | ||
− | Parameter 1: Can be <code>item, tilePlacer | + | Parameter 1: Can be <code>item, tilePlacer, plant, recipe or clothing</code>. Use item for [[Items]]. Use tilePlacer for [[Tile|Tiles]]. Use plant for [[Plants|seeds. Use recipe for [[Recipes]] and use clothing for [[Accessory|Accessories]]. |
− | Parameter 2: | + | Parameter 2: Code of the thing you want to check and give. (e.g. staxel.item.tool.Hoe) |
− | Parameter 3: | + | Parameter 3: Number of the item you want to give the player. |
+ | |||
+ | Parameter 4: The name of the variable you want to use. Should start with $. | ||
− | |||
Calculates the cost of the specified item and places the value into the variable specified. | Calculates the cost of the specified item and places the value into the variable specified. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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'''Usage: <code><<loadVillagerName Cecile $c_name>></code>''' | '''Usage: <code><<loadVillagerName Cecile $c_name>></code>''' | ||
− | Parameter 1: Name of | + | Parameter 1: Name of villager to search for. |
− | Parameter 2: | + | Parameter 2: The name of the variable you want to use. Should start with $. |
− | Searches for a villager with the specified name. If that villager does exist, then it places their code name into the target variable. This is specifically for loading the right translation for the | + | Searches for a villager with the specified name. If that villager does exist, then it places their code name into the target variable. |
+ | |||
+ | |||
+ | This is used specifically for loading the right translation for the villager's name. It is probably better to use [[#loadVillagerNameForPersonality]] as it is more specific. | ||
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'''Usage: <code><<loadVillagerNameForPersonality staxel.village.personality.Mayor $mayor_name>></code>''' | '''Usage: <code><<loadVillagerNameForPersonality staxel.village.personality.Mayor $mayor_name>></code>''' | ||
− | Parameter 1: Code of the | + | Parameter 1: Code of the [[Villager Personalities|Villager Personality]] to search for. (e.g staxel.village.personality.Mayor) |
+ | |||
+ | Parameter 2: The name of the variable you want to use. Should start with $. | ||
− | |||
Searches for a villager with the specified personality. If that villager does exist, then it places their name into the target variable. | Searches for a villager with the specified personality. If that villager does exist, then it places their name into the target variable. | ||
− | + | This is used specifically for loading the right translation for the villager's name. | |
− | + | ||
− | + | === playerPurchaseItem === | |
− | + | '''Usage: <code><<playerPurchaseItem item staxel.item.crafting.MugOSap>></code>''' | |
− | + | ||
− | + | ||
+ | Parameter 1: Can be <code>item, tilePlacer, plant, recipe or clothing</code>. Use item for [[Items]]. Use tilePlacer for [[Tile|Tiles]]. Use plant for [[Plants|seeds. Use recipe for [[Recipes]] and use clothing for [[Accessory|Accessories]]. | ||
− | + | Parameter 2: Code of the thing you want to check and give. (e.g. staxel.item.tool.Hoe) | |
+ | Parameter 3: Number of the item you want to give the player. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Purchases the item if the player can afford the item. | Purchases the item if the player can afford the item. | ||
− | === | + | === moveTo === |
− | '''Usage: | + | '''Usage: <code><<moveTo TavernEntrance>></code>''' |
− | < | + | |
− | + | Parameter 1: Waypoint Kind to find. Can be one of: <code>Any, ChillSpot, Tutorial Spawn, NearShippingDock, NearCatalogue, Fields, Totem, Pathing, MayorsOffice, Shop, TavernEntrance, BarArea, TownSquare, ShopEntrance</code> | |
− | |||
− | + | Move the NPC to the ''nearest'' node of the kind specified. You cannot specify any particular node, just the closest. | |
− | + | === leadTo === | |
+ | '''Usage: <code><<leadTo TavernEntrance>></code>''' | ||
+ | Parameter 1: Waypoint Kind to find. Can be one of: <code>Any, ChillSpot, Tutorial Spawn, NearShippingDock, NearCatalogue, Fields, Totem, Pathing, MayorsOffice, Shop, TavernEntrance, BarArea, TownSquare, ShopEntrance</code> | ||
− | |||
− | |||
− | |||
− | + | Move the NPC to the nearest node of the kind specified. Stops to wave at player if they are too far away. | |
− | |||
− | << | + | === removePlayerItem === |
+ | '''Usage: <code><<removePlayerItem staxel.item.FarmRegistrationLetter>></code>''' | ||
+ | Parameter 1: Code of the [[Items|Item]] you want to remove. (e.g. staxel.crop.tomato) | ||
− | |||
+ | Remove the item specified if the player has it. Do nothing if there is no item. | ||
− | |||
− | |||
− | + | Use this in combination with [[#branchPlayerDoesntHavePlayerItem]] to enforce that an item is needed. | |
− | + | == Quest Functions == | |
+ | These functions are useful for organising quests. You will generally not have to deal with these functions unless you want to make new quests. | ||
− | === | + | === acceptQuest === |
− | '''Usage: <code><< | + | '''Usage: <code><<acceptQuest>></code>''' |
− | |||
+ | If the speaker has a quest, then activate the quest for the player. Gives the start item (i.e. Delivery Item), if needed, to the player. | ||
− | |||
+ | === branchQuestActive === | ||
+ | '''Usage: <code><<branchQuestActive CheckCompletion>></code>''' | ||
− | + | Parameter 1: Title of the Node to move to. | |
− | + | ||
− | |||
+ | When this function is hit, it will check if the player has this person's specific quest. If the speaker has no quest or the player doesn't have the quest or the player does have the quest but it's for the wrong day, continue on normally. Otherwise go to the node. | ||
− | |||
+ | === branchQuestCompletable === | ||
+ | '''Usage: <code><<branchQuestCompletable CompleteQuest>></code>''' | ||
− | + | Parameter 1: Title of the Node to move to. | |
− | + | ||
− | + | When this function is hit, it will check if the player has completed this person's specific quest. If the speaker has no quest or the player does have the quest but it's for the wrong day or if the quest is not complete-able then continue on normally. Otherwise go to the node. | |
− | === | + | === branchQuestTarget === |
− | '''Usage: <code><< | + | '''Usage: <code><<branchQuestTarget TargetDialogue>></code>''' |
− | Parameter 1: | + | Parameter 1: Title of the Node to move to. |
− | This | + | This is specifically for delivery type quests. When this function is hit, it will check if the player has a quest for the villager and if so, check to see if the the villager is the target of the quest. If the speaker has no quest for the villager or the villager is not the target then continue on normally. Otherwise go to the node. |
− | === | + | === cancelQuest === |
− | '''Usage: <code><< | + | '''Usage: <code><<cancelQuest>></code>''' |
− | + | If the player has a quest for the current speaker, then cancel that quest. Otherwise do nothing. | |
− | === | + | === completeQuest === |
− | '''Usage: <code><< | + | '''Usage: <code><<completeQuest>></code>''' |
− | |||
− | + | If the speaker has a quest, and it is completable then set the quest complete. Also give the quest reward. | |
− | |||
+ | === loadVillageActiveQuestsInfo === | ||
+ | '''Usage: <code><<loadVillageActiveQuestsInfo>></code>''' | ||
− | + | Loads all the current quest givers. Each consecutive quest giver is stored in the variable "$quest_giver_i" where i is the number of the quest giver starting at 0. Also stores the number of quests in the variable "$quest_count". | |
+ | |||
+ | For how to use these variables, look at the barkeep's dialogue. |
Revision as of 07:25, 11 January 2018
In Staxel, there are two files which are used to specify all villager dialogue in game. These files are the *.dialogue files which point to an associated .json file that was created using Yarn.
Contents
- 1 *.dialogue File
- 2 The Yarn *.json file
- 3 Additional Dialogue Functions
- 3.1 Branching Functions
- 3.1.1 branchAchievementNotCompleted
- 3.1.2 branchBuildingHasExisted
- 3.1.3 branchHasUnclaimedAchievementRewards
- 3.1.4 branchPlayerCantAffordItem
- 3.1.5 branchPlayerDoesntHaveItemOfCategory
- 3.1.6 branchPlayerDoesntHavePlayerItem
- 3.1.7 branchNoVillagerWithPersonality
- 3.1.8 branchNoVillagerWithName
- 3.1.9 branchValidStructureExists
- 3.2 Dialogue Control Functions
- 3.3 Useful Functions
- 3.3.1 adjustReputation
- 3.3.2 emote
- 3.3.3 giveItemToPlayerIfDoesntHave
- 3.3.4 giveItemToPlayerIfCantAfford
- 3.3.5 givePlayerPetals
- 3.3.6 givePlayerPetalsIfInsufficient
- 3.3.7 giveUnlockedAchievementRewards
- 3.3.8 loadItemBuyPrice
- 3.3.9 loadVillagerName
- 3.3.10 loadVillagerNameForPersonality
- 3.3.11 playerPurchaseItem
- 3.3.12 moveTo
- 3.3.13 leadTo
- 3.3.14 removePlayerItem
- 3.4 Quest Functions
- 3.1 Branching Functions
*.dialogue File
Creating a *.dialogue File
Creating this file is very simple with only two properties. The full file looks like;
{ "code" : "mods.modname.village.character.dialogue.CecileFond", "dialogue" : "staxel/village/character/dialogue/CecileFond.json" }
Both properties are self-explanatory. Make sure the dialogue property points to a file that is created by Yarn otherwise some issues can arise.
Config Options
"code"
Valid options (String): A unique string which dialogue what this object is.
Default Value: No default value is specified. Always need to provide your own.
A string containing the unique identifier of this dialogue. This is commonly only used in Dialogue Pools.
"dialogue"
Valid options (String): A string which contains the path to a Yarn .json file.
Default Value: Null or nothing specified.
A string containing the path of the item the blob will be referring to.
The Yarn *.json file
Yarn is the program which creates the dialogue files for Staxel. It utilises it's own scripting language which can make choices and also use conditional statements in order to provide the right dialogue. They also include an editor which helps visualise these files.
Look at the documentation around Yarn, particularly sections such as this. Do not Yarn is changing frequently and documentation might not line up with the implementation used in Staxel.
Additional Dialogue Functions
These are additional functions that Staxel offers to integrate the dialogue into the game. They range from functions that do decision making to functions which give and take items and money from the player.
Branching Functions
These functions cause the game to go to a different dialogue when a certain condition is met.
branchAchievementNotCompleted
Usage: <<branchAchievementNotCompleted staxel.achievement.PlantCrop PlantingWait>>
Parameter 1: Code of the Achievement you want to check. (e.g. staxel.achievement.PlantCrop)
Parameter 2: Title of the Node to move to.
When this function is hit, it will check if the selected Achievement has been completed. If it has been completed it will continue on normally. If it has not been completed, then it will move to the specified node.
Useful for checking for completed actions, such as checking if the player has placed a Pet House.
branchBuildingHasExisted
Usage: <<branchBuildingHasExisted staxel.totem.workplace.Patisserie Existed>>
Parameter 1: Code of the Totem you want to check. (e.g. staxel.totem.workplace.Patisserie)
Parameter 2: Title of the Node to move to.
When this function is hit, it will check if the specified Totem has been completed at some point (i.e Has been built). If it hasn't then continue on normally. If it has been completed, then move to the specified node.
This is useful for making sure you only talk about buildings that exist or have existed. (Note: Building does need to have been built before. Just placing totem doesn't count.)
If you require that it does exist then check #branchValidStructureExists.
branchHasUnclaimedAchievementRewards
Usage: <<branchHasUnclaimedAchievementRewards AchieveRewards>>
Parameter 1: Title of the Node to move to.
When this function is hit, it will check if the player has unclaimed rewards. If they do, then it will head to the specified node, otherwise continues on normally.
Mainly used by Farm Fan to give the player rewards. Not too useful for other players.
branchPlayerCantAffordItem
Usage: <<branchPlayerCantAffordItem item staxel.item.crafting.MugOSap 1 CantAfford>>
Parameter 1: Can be item, tilePlacer, plant, recipe or clothing
. Use item for Items. Use tilePlacer for Tiles. Use plant for [[Plants|seeds. Use recipe for Recipes and use clothing for Accessories.
Parameter 2: Code of the thing you want to buy. (e.g. staxel.item.crafting.MugOSap)
Parameter 3: Number of the item you want the player to buy.
Parameter 4: Title of the Node to move to.
Parameter 5: (Optional) The multiplier to the price. (i.e. 2.00 to make it 2 times as expensive. 0.5 to make it half as expensive.)
When this function is hit, it will check if the player can afford the item. If they can then continue on normally. If they can't then move onto the specified node.
This is useful for checking if the player can actually afford the item.
branchPlayerDoesntHaveItemOfCategory
Usage: <<branchPlayerDoesntHaveItemOfCategory seed PlantingGive>>
Parameter 1: Category to look for for any item in the player's inventory.
Parameter 2: Title of the Node to move to.
When this function is hit, it will check if the player has an item with the specific category. If they do, continue on normally and if they don't, move to the specified node.
This is useful for checking if the player has an item that the NPC wants. (For example, check for seeds so that the tutorial can teach the player how to place them.)
branchPlayerDoesntHavePlayerItem
Usage: <<branchPlayerDoesntHavePlayerItem staxel.item.FarmRegistrationLetter GoodBye>>
Parameter 1: Code of the Item you want to check. (e.g. staxel.crop.tomato)
Parameter 2: Title of the Node to move to.
When this function is hit, it will check if the player has an item of a specific code. If they do, continue on normally and if they don't, move to the specified node.
This is useful for checking if the player has an item that the NPC wants. (For example, check for seeds so that the tutorial can teach the player how to place them.)
branchNoVillagerWithPersonality
Usage: <<branchNoVillagerWithPersonality staxel.village.personality.Tomboy NoTomboy>>
Parameter 1: Code of the Villager Personality to search for. (e.g staxel.village.personality.Tomboy)
Parameter 2: Title of the Node to move to.
When this function is hit, it will search to see if a villager with the specified personality exists in the world. If they do, continue on normally and if they don't, move to the specified node.
This is useful for when you want to talk about another type of villager that may or may not be in the village.
branchNoVillagerWithName
Usage: <<branchNoVillagerWithName Leif TellRumour>>
Parameter 1: Name of villager to look for.
Parameter 2: Title of the Node to move to.
When this function is hit, it will search to see if a villager with the specified name exists in the world. If they do, continue on normally and if they don't, then move to the specified node.
This is useful for when you want to talk about another specific villager that may or may not be in the village. It is probably better to use #branchNoVillagerWithPersonality as it is more specific.
branchValidStructureExists
Usage: <<branchValidStructureExists staxel.totem.AirshipLanding AirshipAvailable>>
Parameter 1: Code of the Totem you want to check. (e.g. staxel.totem.AirshipLanding)
Parameter 2: Title of the Node to move to.
When this function is hit, it will search to see if a valid totem of the type specified exists. If it does, then head to the specified node otherwise it continues on normally.
Useful for checking that a building actually exists, and is still existing, before going to it/ talking about it.
If you want to know that the building existed at some point then head to #branchValidStructureExists.
Dialogue Control Functions
These functions determine how the dialogue looks and feels to the player.
lockPlayerInConversation / releasePlayerFromConversation
Usage: <<lockPlayerInConversation>>
or <<releasePlayerFromConversation>>
LockPlayerInConversation forces the player to enter into conversation mode. Conversation mode does several things;
- Stop the player from moving.
- Brings in the black bars
- Focuses player focus onto the NPC
ReleasePlayerFromConversation removes conversation mode from the player. Allowing them to move off and end the conversation. A <<typewriterMode off true true>>
should be placed with this command if <<typewritermode on>>
was present.
This is used for all dialogue that is personal to the player. (i.e. Not merchant chatter.)
pickRandomLine
Usage:
<<pickRandomLine>> This is line 1. This is line 2. <<flushRandomLine>>
Choose a single line, from a number of text only lines, randomly up either up to the end of the node or up to the command <<flushRandomLine>>. Used to select either a random section of text so that it doesn't repeat the same text too often.
pickRandomPath
Usage:
<<pickRandomPath>> <<NodeName1>> <<NodeName2>> <<flushRandomPath>>
Choose a single line, from a number of node names, randomly up either up to the end of the node or up to the command <<flushRandomPath>>. Used to select a random node to go to so the same section of text isn't repeated often. Less clutter, in the one node, than #pickRandomPath when dealing with larger conversations.
resumeProgress
Usage: <<resumeProgress>>>>
Resume the last node that was saved for the current player. If there is no saved value or if saved value is the "Start" node then continue on the current node.
saveProgress
Usage: <<saveProgress>> or <<saveProgress NodeA>>
Parameter 1: The title of the node to save. (Skipping means the last node is saved.)
This saves the current node to a variable which is then stored. Useful for when a conversation needs to be completed. (e.g. It is used in the tutorial to save the last location Farm Fan was in.)
shuffleNextOptions
Usage: <<shuffleNextOptions>>
Make the next set of options be in a random order when shown to the player.
typewriterMode
Usage: <<typewriterMode on>> or <<typewriterMode off true true>>
Parameter 1: Turn on or off typewriter mode.
Parameter 2: (If Parameter 1 is off) Clear the message so it doesn't stay around. (Set to False to keep messages after this value)
Paremeter 3: (If Parameter 1 is off and Parameter 2 is True) Setting to True lets the current node immediately end without the need to click. (e.g Ending conversation immediately.)
Setting the typewriter to on makes it so text is filtered out a single character at a time instead of the entire message appearing at once. Should be turned off at the end of a conversation (i.e. <<typewriterMode off true true>>) before releasing from conversation.
Useful Functions
These are a collection of functions that will provide useful game benefits. This includes giving items, money and other functions.
adjustReputation
Usage: <<adjustReputation 20>>
Parameter 1: Amount to adjust by.
Adjust the player's reputation with this villager by the amount specified.
emote
Usage: <<emote staxel.emote.ScratchHead>>
Parameter 1: Code of the Emote you want to play. (e.g. staxel.emote.ScratchHead)
Play a specified emote and wait until it is finished.
giveItemToPlayerIfDoesntHave
Usage: <<giveItemToPlayerIfDoesntHave item staxel.item.tool.Hoe>>
Parameter 1: Can be item, tilePlacer, plant, recipe or clothing
. Use item for Items. Use tilePlacer for Tiles. Use plant for [[Plants|seeds. Use recipe for Recipes and use clothing for Accessories.
Parameter 2: Code of the thing you want to check and give. (e.g. staxel.item.tool.Hoe)
Parameter 3: Number of the item you want to give the player.
Give an item to the player if they do not have the item already.
giveItemToPlayerIfCantAfford
Usage: <<giveItemToPlayerIfCantAfford plant staxel.crop.Tomato>>
Parameter 1: Can be item, tilePlacer, plant, recipe or clothing
. Use item for Items. Use tilePlacer for Tiles. Use plant for [[Plants|seeds. Use recipe for Recipes and use clothing for Accessories.
Parameter 2: Code of the thing you want to check and give. (e.g. staxel.item.tool.Hoe)
Parameter 3: Number of the item you want to give the player.
Give an item to the player if they can't afford to buy that item.
givePlayerPetals
Usage: <<givePlayerPetals 42>>
Parameter 1: Amount of Petals to give.
Give the amount of petals specified to the player.
givePlayerPetalsIfInsufficient
Usage: <<givePlayerPetalsIfInsufficient 42>>
Parameter 1: Amount of Petals to check for. Amount of Petals to give.
Give the amount of petals specified to the player if the player does not have the amount or more. (If player has less than 1000 petals, give 1000 petals)
giveUnlockedAchievementRewards
Usage: <<giveUnlockedAchievementRewards>>
Give all the unclaimed items from achievements to the player.
loadItemBuyPrice
Usage: <<loadItemBuyPrice item staxel.item.crafting.MugOSap 1 $sap>>
Parameter 1: Can be item, tilePlacer, plant, recipe or clothing
. Use item for Items. Use tilePlacer for Tiles. Use plant for [[Plants|seeds. Use recipe for Recipes and use clothing for Accessories.
Parameter 2: Code of the thing you want to check and give. (e.g. staxel.item.tool.Hoe)
Parameter 3: Number of the item you want to give the player.
Parameter 4: The name of the variable you want to use. Should start with $.
Calculates the cost of the specified item and places the value into the variable specified.
loadVillagerName
Usage: <<loadVillagerName Cecile $c_name>>
Parameter 1: Name of villager to search for.
Parameter 2: The name of the variable you want to use. Should start with $.
Searches for a villager with the specified name. If that villager does exist, then it places their code name into the target variable.
This is used specifically for loading the right translation for the villager's name. It is probably better to use #loadVillagerNameForPersonality as it is more specific.
loadVillagerNameForPersonality
Usage: <<loadVillagerNameForPersonality staxel.village.personality.Mayor $mayor_name>>
Parameter 1: Code of the Villager Personality to search for. (e.g staxel.village.personality.Mayor)
Parameter 2: The name of the variable you want to use. Should start with $.
Searches for a villager with the specified personality. If that villager does exist, then it places their name into the target variable.
This is used specifically for loading the right translation for the villager's name.
playerPurchaseItem
Usage: <<playerPurchaseItem item staxel.item.crafting.MugOSap>>
Parameter 1: Can be item, tilePlacer, plant, recipe or clothing
. Use item for Items. Use tilePlacer for Tiles. Use plant for [[Plants|seeds. Use recipe for Recipes and use clothing for Accessories.
Parameter 2: Code of the thing you want to check and give. (e.g. staxel.item.tool.Hoe)
Parameter 3: Number of the item you want to give the player.
Purchases the item if the player can afford the item.
moveTo
Usage: <<moveTo TavernEntrance>>
Parameter 1: Waypoint Kind to find. Can be one of: Any, ChillSpot, Tutorial Spawn, NearShippingDock, NearCatalogue, Fields, Totem, Pathing, MayorsOffice, Shop, TavernEntrance, BarArea, TownSquare, ShopEntrance
Move the NPC to the nearest node of the kind specified. You cannot specify any particular node, just the closest.
leadTo
Usage: <<leadTo TavernEntrance>>
Parameter 1: Waypoint Kind to find. Can be one of: Any, ChillSpot, Tutorial Spawn, NearShippingDock, NearCatalogue, Fields, Totem, Pathing, MayorsOffice, Shop, TavernEntrance, BarArea, TownSquare, ShopEntrance
Move the NPC to the nearest node of the kind specified. Stops to wave at player if they are too far away.
removePlayerItem
Usage: <<removePlayerItem staxel.item.FarmRegistrationLetter>>
Parameter 1: Code of the Item you want to remove. (e.g. staxel.crop.tomato)
Remove the item specified if the player has it. Do nothing if there is no item.
Use this in combination with #branchPlayerDoesntHavePlayerItem to enforce that an item is needed.
Quest Functions
These functions are useful for organising quests. You will generally not have to deal with these functions unless you want to make new quests.
acceptQuest
Usage: <<acceptQuest>>
If the speaker has a quest, then activate the quest for the player. Gives the start item (i.e. Delivery Item), if needed, to the player.
branchQuestActive
Usage: <<branchQuestActive CheckCompletion>>
Parameter 1: Title of the Node to move to.
When this function is hit, it will check if the player has this person's specific quest. If the speaker has no quest or the player doesn't have the quest or the player does have the quest but it's for the wrong day, continue on normally. Otherwise go to the node.
branchQuestCompletable
Usage: <<branchQuestCompletable CompleteQuest>>
Parameter 1: Title of the Node to move to.
When this function is hit, it will check if the player has completed this person's specific quest. If the speaker has no quest or the player does have the quest but it's for the wrong day or if the quest is not complete-able then continue on normally. Otherwise go to the node.
branchQuestTarget
Usage: <<branchQuestTarget TargetDialogue>>
Parameter 1: Title of the Node to move to.
This is specifically for delivery type quests. When this function is hit, it will check if the player has a quest for the villager and if so, check to see if the the villager is the target of the quest. If the speaker has no quest for the villager or the villager is not the target then continue on normally. Otherwise go to the node.
cancelQuest
Usage: <<cancelQuest>>
If the player has a quest for the current speaker, then cancel that quest. Otherwise do nothing.
completeQuest
Usage: <<completeQuest>>
If the speaker has a quest, and it is completable then set the quest complete. Also give the quest reward.
loadVillageActiveQuestsInfo
Usage: <<loadVillageActiveQuestsInfo>>
Loads all the current quest givers. Each consecutive quest giver is stored in the variable "$quest_giver_i" where i is the number of the quest giver starting at 0. Also stores the number of quests in the variable "$quest_count".
For how to use these variables, look at the barkeep's dialogue.