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(although you can also include HelloTopic and ByeTopic on other ActorStates to handle these commands.)
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CommandTopic -
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InitiateTopic responds to Actor.initiateTopic(obj)
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matchObj -
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getActor() -
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isActive -
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isConversational -
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matchScore -
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topicResponse -
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matchPattern -
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TopicEntry template +matchScore? @matchObj | [matchObj] | 'matchPattern' "topicResponse" | [eventList] ?;
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TopicEntry template +matchScore? @matchObj | [matchObj] | 'matchPattern' [firstEvents] [eventList];
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TopicEntry template +matchScore? @matchObj | [matchObj] 'matchPattern' "topicResponse" | [eventList] ?;
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TopicEntry template +matchScore? @matchObj | [matchObj] 'matchPattern' [firstEvents] [eventList];
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MiscTopic template "topicResponse" | [eventList];
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MiscTopic template [firstEvents] [eventList];
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DefaultAskTopic, DefaultTellTopic, DefaultAskTellTopic, DefaultGiveTopic, DefaultShowTopic, DefaultGiveShowTopic, DefaultAskForTopic, DefaultInitiateTopic, DefaultCommandTopic, DefaultAnyTopic
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isActive -
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isActive -
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in response to a TOPICS command from the player;
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in response to a TALK TO command from the player;
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any other time the game (or library) thinks it's a good idea.
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SuggestedAskTopic, SuggestedTellTopic, SuggestedShowTopic, SuggestedGiveTopic, SuggestedYesTopic, SuggestedAskForTopic and SuggestedNoTopic.
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name -
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+ ConvNode 'name'
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npcGreetingMsg -
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npcGreetingList -
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npcContinueMsg or npcContinueList -
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endConversation(actor, reason) -
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canEndConversation(actor, reason) -
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isSticky -
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example: ++ SpecialTopic 'call him a liar' ['call', 'bob', 'him', 'a', 'liar']
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<.convode name> -
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<.convstay> -
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<.topics> -
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<.reveal key> -
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