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TalkTestScriptMe.lua 2.6 KB

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  1. --[[
  2. Script Name : SpawnScripts/thunderdome/TalkTestScriptMe.lua
  3. Script Author : Dorbin
  4. Script Date : 2022.05.12 05:05:12
  5. Script Purpose : For testing dialogue scripts. Breeeeak it!!
  6. :
  7. --]]
  8. require "SpawnScripts/Generic/DialogModule"
  9. function spawn(NPC)
  10. end
  11. function respawn(NPC)
  12. spawn(NPC)
  13. end
  14. function hailed(NPC,Spawn)
  15. --AddSkill(Spawn, "Slashing", 1)
  16. FaceTarget(NPC, Spawn)
  17. Dialog.New(NPC, Spawn)
  18. Dialog.AddDialog("As you examine the coin, a magical voice fills your mind.")
  19. Dialog.AddVoiceover("voiceover/english/overlord_lucan_d_lere/fprt_west/lucan_isle_speech.mp3", 2912329438, 4090300715)
  20. Dialog.AddOption("Put coin away.")
  21. Dialog.Start()
  22. end
  23. --[[
  24. function hailed(NPC, Spawn)
  25. FaceTarget(NPC, Spawn)
  26. 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.
  27. 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.
  28. AddConversationOption(conversation, "Keep talking.", "keeptalking") -- second option
  29. AddConversationOption(conversation, "Terminate.") -- third option
  30. StartConversation(conversation, NPC, Spawn, "If Dorbin sees this, he'll know Nev finally got around to looking at this NPC!")
  31. end
  32. -- OPTION 1 is a simple emote
  33. function flex(NPC, Spawn)
  34. FaceTarget(NPC, Spawn)
  35. PlayFlavor(NPC, "", "Check out these MUSCLES!", "flex", 0, 0, Spawn)
  36. end
  37. -- OPTION 2 creates a conversation loop
  38. function keeptalking(NPC, Spawn)
  39. FaceTarget(NPC, Spawn)
  40. conversation = CreateConversation()
  41. AddConversationOption(conversation, "No")
  42. AddConversationOption(conversation, "Yes","hailed") -- You can refer back to earlier functions.
  43. StartConversation(conversation, NPC, Spawn, "Want to continue our conversation?") -- If we want the player to cick a button, this option must be present.
  44. end
  45. Tips on PlayFlavor
  46. 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)
  47. --Each variable translated below--
  48. PlayFlavor(Source, "VoiceoverMP3", "TextAboveNPC'sHead", "Emote", MP3key1, MP3key2, Target, LanguageNPCuses)
  49. --No talking example--
  50. PlayFlavor(NPC,"","","shakefist",0,0,Spawn)
  51. ]]--