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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"> |