25
edits
(→XRL.UI.ConversationUI.HaveConversation(): add some extra headings to the beginning) |
(→XRL.World.ConversationChoice - XML Node: <choice>: changing some node -> choice references in the choice documentation) |
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| colspan="1" class="confluenceTd"|Called when a choice is selected, if false is returned the GotoID won't be followed and the current node will be re-rendered. | | colspan="1" class="confluenceTd"|Called when a choice is selected, if false is returned the GotoID won't be followed and the current node will be re-rendered. | ||
|- role="header" | |- role="header" | ||
! colspan="3" class="confluenceTd"|Filter / Test properties for | ! colspan="3" class="confluenceTd"|Filter / Test properties for Conversation Choices | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|IfWearingBlueprint | | colspan="1" class="confluenceTd"|IfWearingBlueprint | ||
| colspan="1" class="confluenceTd"|string | | colspan="1" class="confluenceTd"|string | ||
| colspan="1" class="confluenceTd"|A single <code>BlueprintID</code> that the player must have equipped to see this | | colspan="1" class="confluenceTd"|A single <code>BlueprintID</code> that the player must have equipped to see this choice. | ||
<code>XRLCore.Core.Game.Player.Body.HasObjectEquipped(IfWearingBlueprint)</code> | <code>XRLCore.Core.Game.Player.Body.HasObjectEquipped(IfWearingBlueprint)</code> | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|IfHasBlueprint | | colspan="1" class="confluenceTd"|IfHasBlueprint | ||
| colspan="1" class="confluenceTd"|string | | colspan="1" class="confluenceTd"|string | ||
| colspan="1" class="confluenceTd"|A single <code>BlueprintID</code> that the player must in their Inventory to see this | | colspan="1" class="confluenceTd"|A single <code>BlueprintID</code> that the player must in their Inventory to see this choice. | ||
<code>XRL.Core.XRLCore.Core.Game.Player.Body.GetPart<Parts.Inventory>().FireEvent(Event.New("HasBlueprint", "Blueprint", IfHasBlueprint))</code> | <code>XRL.Core.XRLCore.Core.Game.Player.Body.GetPart<Parts.Inventory>().FireEvent(Event.New("HasBlueprint", "Blueprint", IfHasBlueprint))</code> | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|IfHaveQuest | | colspan="1" class="confluenceTd"|IfHaveQuest | ||
| colspan="1" class="confluenceTd"|string | | colspan="1" class="confluenceTd"|string | ||
| colspan="1" class="confluenceTd"|A string Quest ID the player must have to get this | | colspan="1" class="confluenceTd"|A string Quest ID the player must have to get this choice. | ||
<code>XRL.Core.XRLCore.Core.Game.HasQuest(IfHaveQuest)</code> | <code>XRL.Core.XRLCore.Core.Game.HasQuest(IfHaveQuest)</code> | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|IfNotHaveQuest | | colspan="1" class="confluenceTd"|IfNotHaveQuest | ||
| colspan="1" class="confluenceTd"|string | | colspan="1" class="confluenceTd"|string | ||
| colspan="1" class="confluenceTd"|A string Quest ID the player must *NOT* have to get this | | colspan="1" class="confluenceTd"|A string Quest ID the player must *NOT* have to get this choice. | ||
<code>!XRL.Core.XRLCore.Core.Game.HasQuest(IfNotHaveQuest)</code> | <code>!XRL.Core.XRLCore.Core.Game.HasQuest(IfNotHaveQuest)</code> | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|IfFinishedQuest | | colspan="1" class="confluenceTd"|IfFinishedQuest | ||
| colspan="1" class="confluenceTd"|string | | colspan="1" class="confluenceTd"|string | ||
| colspan="1" class="confluenceTd"|A string Quest ID the player must have completed get this | | colspan="1" class="confluenceTd"|A string Quest ID the player must have completed get this choice. | ||
<code>XRL.Core.XRLCore.Core.Game.FinishedQuest(IfFinishedQuest)</code> | <code>XRL.Core.XRLCore.Core.Game.FinishedQuest(IfFinishedQuest)</code> | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|IfNotFinishedQuest | | colspan="1" class="confluenceTd"|IfNotFinishedQuest | ||
| colspan="1" class="confluenceTd"|string | | colspan="1" class="confluenceTd"|string | ||
| colspan="1" class="confluenceTd"|A string Quest ID the player must *NOT* have completed get this | | colspan="1" class="confluenceTd"|A string Quest ID the player must *NOT* have completed get this choice. | ||
<code>!XRL.Core.XRLCore.Core.Game.FinishedQuest(IfNotFinishedQuest)</code> | <code>!XRL.Core.XRLCore.Core.Game.FinishedQuest(IfNotFinishedQuest)</code> | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|IfFinishedQuestStep | | colspan="1" class="confluenceTd"|IfFinishedQuestStep | ||
| colspan="1" class="confluenceTd"|string | | colspan="1" class="confluenceTd"|string | ||
| colspan="1" class="confluenceTd"|A string Quest Step ID the player must have completed get this | | colspan="1" class="confluenceTd"|A string Quest Step ID the player must have completed get this choice. | ||
<code>XRL.Core.XRLCore.Core.Game.FinishedQuestStep(IfFinishedQuestStep)</code> | <code>XRL.Core.XRLCore.Core.Game.FinishedQuestStep(IfFinishedQuestStep)</code> | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|IfNotFinishedQuestStep | | colspan="1" class="confluenceTd"|IfNotFinishedQuestStep | ||
| colspan="1" class="confluenceTd"|string | | colspan="1" class="confluenceTd"|string | ||
| colspan="1" class="confluenceTd"|A string Quest Step ID the player must *NOT* have completed get this | | colspan="1" class="confluenceTd"|A string Quest Step ID the player must *NOT* have completed get this choice. | ||
<code>!XRL.Core.XRLCore.Core.Game.FinishedQuestStep(IfNotFinishedQuestStep)</code> | <code>!XRL.Core.XRLCore.Core.Game.FinishedQuestStep(IfNotFinishedQuestStep)</code> | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|IfHaveObservation | | colspan="1" class="confluenceTd"|IfHaveObservation | ||
| colspan="1" class="confluenceTd"|string | | colspan="1" class="confluenceTd"|string | ||
| colspan="1" class="confluenceTd"|A string Observation ID the player must have to get this | | colspan="1" class="confluenceTd"|A string Observation ID the player must have to get this choice. | ||
<code>Qud.API.JournalAPI.HasObservation(IfHaveObservation)</code> | <code>Qud.API.JournalAPI.HasObservation(IfHaveObservation)</code> | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|IfHaveState | | colspan="1" class="confluenceTd"|IfHaveState | ||
| colspan="1" class="confluenceTd"|string | | colspan="1" class="confluenceTd"|string | ||
| colspan="1" class="confluenceTd"|A string state flag the game must have to get this | | colspan="1" class="confluenceTd"|A string state flag the game must have to get this choice. | ||
<code>XRL.Core.XRLCore.Core.Game.HasGameState(IfHaveState)</code> | <code>XRL.Core.XRLCore.Core.Game.HasGameState(IfHaveState)</code> | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|IfNotHaveState | | colspan="1" class="confluenceTd"|IfNotHaveState | ||
| colspan="1" class="confluenceTd"|string | | colspan="1" class="confluenceTd"|string | ||
| colspan="1" class="confluenceTd"|A string state flag the game must *NOT* have to get this | | colspan="1" class="confluenceTd"|A string state flag the game must *NOT* have to get this choice. | ||
<code>!XRL.Core.XRLCore.Core.Game.HasGameState(IfNotHaveState)</code> | <code>!XRL.Core.XRLCore.Core.Game.HasGameState(IfNotHaveState)</code> | ||
|- role="row" | |- role="row" | ||
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| colspan="1" class="confluenceTd"|Test() | | colspan="1" class="confluenceTd"|Test() | ||
| colspan="1" class="confluenceTd"|virtual bool | | colspan="1" class="confluenceTd"|virtual bool | ||
| colspan="1" class="confluenceTd"|Tests the various If* and other requirements properties to see if the | | colspan="1" class="confluenceTd"|Tests the various If* and other requirements properties to see if the choice should be accepted or the current node should re-render. Called during Visit() | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|Goto(GameObject speaker, bool peekOnly=false) | | colspan="1" class="confluenceTd"|Goto(GameObject speaker, bool peekOnly=false) | ||
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| colspan="1" class="confluenceTd"|CheckSpecialRequirements(GameObject Speaker, GameObject Player) | | colspan="1" class="confluenceTd"|CheckSpecialRequirements(GameObject Speaker, GameObject Player) | ||
| colspan="1" class="confluenceTd"|virtual bool | | colspan="1" class="confluenceTd"|virtual bool | ||
| colspan="1" class="confluenceTd"|Called when the | | colspan="1" class="confluenceTd"|Called when the choice is selected. Perfoms a variety of hard-coded interactions. | ||
|- role="row" | |- role="row" | ||
| colspan="1" class="confluenceTd"|Visit(GameObject Speaker, GameObject Player) | | colspan="1" class="confluenceTd"|Visit(GameObject Speaker, GameObject Player) | ||
| colspan="1" class="confluenceTd"|virtual bool | | colspan="1" class="confluenceTd"|virtual bool | ||
| colspan="1" class="confluenceTd"|Called when the | | colspan="1" class="confluenceTd"|Called when the choice is selected. If false is returned, the GotoID will not be respected and the currently selected choice will re-render. | ||