Open vendethiel opened 6 years ago
First draft for the editor:
It is ugly because I'm bad at user interface. Maybe @Phosphorus-M has an idea on how to make it look good...
Actually changed, it was too ugly.
For now it looks like this.
When you are a player, if a text has children (text under), then it will be clickable if it doesn't have children, it will be simple text, not clickable.
it would be nice to make dialogues as a fallout or arkanum or elderscrolls online. where your choice determines the next stage of the quest.it would also be nice to make the appearance of certain replicas depending on the requirements (stats or level or completed quest). for example, to cross the river, you need to speak to the NPC. further choice - persuade (you need the necessary stats, belonging to the faction), bribe (money, object), kill npc.
Very complex. Maybe later...
I made buttons into buttons for now.
Yes they are ugly but at least you know you can click!
look nice
I have committed the first version. I will work some more on it.
something wrong
LOL oops sorry sorry my mistake
Also as I have explained somewhere else. I have started moving AD&R to Integramod.
oh, this is nice
@winzombie From the text -- Are you czech? In prague?
@vendethiel nope, im from Ukraine
Oh, funny enough then — the text you posted also makes sense in Czech.
Also, it took way longer than expected, but now AD&R is part of Integramod.
Currently NPCs can only have a single quest. If we want the player to choose between two dialogue options, we need NPCs to have multiple quests...
OR we can have "hidden NPCs", and different dialogues redirect to that hidden NPC with that quest. This means we need "if you talked with NPC A you cannot talk with NPC B".
Extracted from #72
Dialogs should be hierarchical. I have the code when you talk to the NPC. But I'm not sure how it should look on the admin side.
I will think about it.