Add a comment that references ../scorn/kar/gork.msg as an example of how an
npc_dialog.py conversation can be made player friendly by using multiple precondition flag values. Without using this capability, conversation paths can tend to be too linear or rigid and therefore produce unnecessary player frustratation. git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@10467 282e977c-c81d-0410-88c4-b93c2d0d6712master
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# "msg" defines one or more responses that will be given if the rule triggers.
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# When more than one "msg" value is set up, the NPC randomly selects which one
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# to say each time the rule is applied.
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#
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# A relatively complex example of an npc_dialog.py dialog is given in the Gork
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# treasure room quest. See ../scorn/kar/gork.msg in particular as it
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# demonstrates how multiple precondition flag values may be exploited to
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# produce non-linear and variable-path conversations that are less likely to
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# frustrate a player.
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import Crossfire
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import os
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