12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667 |
- --[[
- Script Name : SpawnScripts/thunderdome/TalkTestScriptMe.lua
- Script Author : Dorbin
- Script Date : 2022.05.12 05:05:12
- Script Purpose : For testing dialogue scripts. Breeeeak it!!
- :
- --]]
- require "SpawnScripts/Generic/DialogModule"
- function spawn(NPC)
- end
- function respawn(NPC)
- spawn(NPC)
- end
- function hailed(NPC,Spawn)
- --AddSkill(Spawn, "Slashing", 1)
- FaceTarget(NPC, Spawn)
- Dialog.New(NPC, Spawn)
- Dialog.AddDialog("As you examine the coin, a magical voice fills your mind.")
- Dialog.AddVoiceover("voiceover/english/overlord_lucan_d_lere/fprt_west/lucan_isle_speech.mp3", 2912329438, 4090300715)
- Dialog.AddOption("Put coin away.")
- Dialog.Start()
- end
- --[[
- function hailed(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation() -- I think this could technically be whatever we want, but CreateConversation() needs to be called without variables. We could call this stringcheese if we wanted.
- AddConversationOption(conversation, "Flex.", "flex") -- First option, adds a clickable option in response to what we send out in StartConversation. Second var refers to the function that contains the rest of the conversation.
- AddConversationOption(conversation, "Keep talking.", "keeptalking") -- second option
- AddConversationOption(conversation, "Terminate.") -- third option
- StartConversation(conversation, NPC, Spawn, "If Dorbin sees this, he'll know Nev finally got around to looking at this NPC!")
- end
- -- OPTION 1 is a simple emote
- function flex(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- PlayFlavor(NPC, "", "Check out these MUSCLES!", "flex", 0, 0, Spawn)
- end
- -- OPTION 2 creates a conversation loop
- function keeptalking(NPC, Spawn)
- FaceTarget(NPC, Spawn)
- conversation = CreateConversation()
- AddConversationOption(conversation, "No")
- AddConversationOption(conversation, "Yes","hailed") -- You can refer back to earlier functions.
- StartConversation(conversation, NPC, Spawn, "Want to continue our conversation?") -- If we want the player to cick a button, this option must be present.
- end
- Tips on PlayFlavor
- PlayFlavor(NPC, "voiceover/english/gubbo_chaley/enchanted/gubbo_chaley/gubbo_chaley006.mp3","If you see Fritz, would you tell him I'm looking for him?","nod", 4082962413, 3474255449, Spawn,8)
-
- --Each variable translated below--
-
- PlayFlavor(Source, "VoiceoverMP3", "TextAboveNPC'sHead", "Emote", MP3key1, MP3key2, Target, LanguageNPCuses)
-
- --No talking example--
- PlayFlavor(NPC,"","","shakefist",0,0,Spawn)
-
- ]]--
|