Modding:Conversations: Difference between revisions

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Conversations are loaded as templates from <code>Conversations.xml</code> - The base conversations can not be extended or modified through the XML, however there are events that will allow dynamically editing conversations as they happen.
Conversations are loaded as templates from <code>Conversations.xml</code> - The base conversations can not be extended or modified through the XML, however there are events that will allow dynamically editing conversations as they happen.
== Conversation Object Parts ==
In order to be conversable, an object should use the CovnersationScript part and attach a conversation template ID.
'''Snippet of ObjectBlueprints.xml that links Mehmet's Conversation to "JoppaMehmet"'''
<syntaxhighlight lang="xml">
  <object Name="Mehmet" Inherits="NPC">
    <part Name="ConversationScript" ConversationID="JoppaMehmet" />
  </object>
</syntaxhighlight>


== Conversation.xml format and examples ==
== Conversation.xml format and examples ==
The xml file for conversation consists of a single <conversations> node with multiple <conversation> nodes underneath.  It does not currently support extending the base game dialog via <code>Load="Merge"</code> or the other similar tricks used for many of the XMLs.  Creating a Conversation.xml file for your mod would be done when you want to add a new specific conversation / template to be used in the game.
'''Snippet of Conversation.xml with Mehmet's script'''
'''Snippet of Conversation.xml with Mehmet's script'''
<syntaxhighlight lang="xml">
<syntaxhighlight lang="xml">