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.
 
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.
  

Revision as of 02:58, 8 July 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 dialogue pool this object is.

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


A string containing the unique identifier of the dialogue pool. Used by Villager Personalities and other similar files.

"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.