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Dialog
Dialog refers to a conversation with NPC.
test-npc:
class: npc
id: 0
name: test npc
dialog:
- test-dialog-1
test-dialog-1:
talk:
- hello world!
test-dialog-1:
talk:
- hello world!
- I'm glad to see you!
- if you want to put delay, ***just use this word!
- <gradient:yellow-green>you can use variouse text effect!
- <color:purple><decoration:bold,italic>Like this!
- your health is %health(player())%! *****you can use function!
Talk refers to the sentence that the talker will talk.
test-dialog-1:
talk:
- hello %name(player())%!
- "%name(player())%:: nice to see you."
Talker refers to the talker that will talk.
test-dialog-1:
talk:
- hello %name(player())%!
dialog:
- test-dialog-2
- test-dialog-3
test-dialog-2:
talk:
- next dialog!
test-dialog-3:
talk:
- you can randomize your dialog!
Dialog refers to the dialog that ready to start after current dialog ends successfully.
test-dialog-1:
talk:
- hello %name(player())%!
- this is a title interface!
- this is a text interface!
interface:
2: title
3: text
Interface refers to the interface that text will shown.
There are 3 interface here.
- default
- title
- text
test-dialog-1:
talk:
- hello %name(player())%!
- nice to see you!
interface:
1: title
action:
1:
- message{m="hello!"}
- delay 20
- message{m="nice to see you!"}
Action refers to the action script in QuestAdder.
test-dialog-1:
talk:
- hello %name(player())%!
- nice to see you!
gesture:
1: steve.wave
interface:
1: title
Gesture refers to the gesture that NPC will play.
test-dialog-1:
talk:
- let's start to set variable.
variable:
- round(random(0,100)) @set:luck
dialog:
- test-dialog-2
test-dialog-2:
talk:
- your number is %numOf(player(),'luck')%!
variable:
- 0 @delete:luck
Variable refers to the player's variable.
QuestAdder supports three type of primitive variable.
- Number(0,1,2...)
- Boolean(true, false)
- String('string')
test-dialog-1:
talk:
- test success!
condition:
- random(0,100) > 66 @cast:test-dialog-2
test-dialog-2:
talk:
- test failure!
Condition refers to the condition of the dialog. if any condition is not matched, dialog will no start.
test-dialog-1:
talk:
- test success!
condition:
- random(0,100) > 66
sub-dialog:
- test-dialog-2
test-dialog-2:
talk:
- test failure!
Sub-Dialog refers to the dialog that start when current dialog is fail to start by any reason.
test-dialog-1:
talk:
- which one is better?
qna:
- test-qna
test-qna:
class: qna
items:
11:
item:
type: green_wool
display: dog
dialog:
- test-dialog-2
15:
item:
type: red_wool
display: cat
dialog:
- test-dialog-3
test-dialog-2:
talk:
- oh, do you like dog?
test-dialog-3:
talk:
- oh, do you like cat?
QnA refers to the QnA that start when current dialog is end.
test-dialog-1:
talk:
- Hello!
Sound:
1: entity.ender_dragon.flap
Sound refers to the sound that start with talk.
test-npc:
class: npc
id: 0
name: test npc
dialog:
- test-dialog-1
- test-dialog-2
test-dialog-1:
talk:
- talk 1!
index:
- 1 @set:test-npc
test-dialog-2:
talk:
- talk 2!
index:
- 0 @set:test-npc
Index refers to the index of NPC's dialog.
If index is 1, second dialog of that NPC will start.
Quest manipulate the quest state of player.
there are 3 operation here.
- give
- complete
- remove
Check refers to check the player's quest state.
there are 4 operation here.
- has (whether player has this quest)
- complete (whether player fulfill all of condition of this quest)
- ready (whether player have an enough inventory to get reward)
- clear (whether player cleared this quest) if you plus '!' to first char of it, this function will be reversed. For example, !complete is not complete.