ByeTopicclassactor.t[3371]

A goodbye topic - this handles both explicit GOODBYE commands and implied goodbyes. Implied goodbyes happen when a conversation ends without an explicit GOODBYE command, such as when the player character walks away from the NPC, or the NPC gets bored and wanders off, or the NPC terminates the conversation of its own volition.

class ByeTopic :   MiscTopic

Superclass Tree   (in declaration order)

ByeTopic
        MiscTopic
                TopicEntry
                        object

Subclass Tree  

(none)

Global Objects  

(none)

Summary of Properties  

impliesGreeting  includeInList  matchList 

Inherited from TopicEntry :
altTalkCount  altTopicList  isActive  isConversational  matchObj  matchScore  talkCount  topicGroupActive  topicGroupScoreAdjustment  topicResponse 

Summary of Methods  

Inherited from MiscTopic :
isMatchPossible  matchTopic 

Inherited from TopicEntry :
addAltTopic  addSuggestedTopic  addTopic  adjustScore  anyAltIsActive  breakTopicTie  checkIsActive  deferToEntry  getActor  getTopicOwner  handleTopic  initializeTopicEntry  noteAltInvocation  noteInvocation  setTopicPronouns 

Properties  

impliesGreetingOVERRIDDENactor.t[3385]

If we're not already in a conversation when we say GOODBYE, don't bother saying HELLO implicitly - if the player is saying GOODBYE explicitly, she probably has the impression that there's some kind of interaction already going on with the NPC. If we didn't override this, you'd get an automatic HELLO followed by the explicit GOODBYE when not already in conversation, which is a little weird.

includeInListOVERRIDDENactor.t[3372]
no description available

matchListactor.t[3373]
no description available

Methods  

(none)

TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3