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58 bytes removed ,  16:08, 4 July 2020
→‎Active dialogue events: prefer 'conversation topic' over 'active dialogue event' (both are used in the game code, but the former is used more often and won't be confused with 'events')
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<small>¹ Extracted using [https://gist.github.com/Pathoschild/6a133fd567d724cc2e3057a8acf448b8 this LINQPad script].</small>
 
<small>¹ Extracted using [https://gist.github.com/Pathoschild/6a133fd567d724cc2e3057a8acf448b8 this LINQPad script].</small>
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==Active dialogue events==
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==Conversation topics==
An ''active dialogue event'' (or sometimes ''conversation topic'') is a temporary flag which can be checked in [[Modding:Event data|event preconditions]] and can trigger one-time NPC dialogue (if they have a matching dialogue key). They're stored in <tt>Game1.player.activeDialogueEvents</tt> while active, and past/current dialogue events are stored in <tt>Game1.player.mailReceived</tt>.
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A ''conversation topic'' is a temporary flag which can be checked in [[Modding:Event data|event preconditions]] and can trigger one-time NPC dialogue (if they have a matching dialogue key). They're stored in <tt>Game1.player.activeDialogueEvents</tt> while active, and past/current topics are stored in <tt>Game1.player.mailReceived</tt>.
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An active dialogue event can be started using the <tt>addConversationTopic</tt> [[Modding:Event data|event command]], <tt>%item conversationTopic</tt> [[Modding:Mail data|mail command]], or in code by adding it to <tt>Game1.player.activeDialogueEvents</tt>.
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A conversation topic can be started using the <tt>addConversationTopic</tt> [[Modding:Event data|event command]], <tt>%item conversationTopic</tt> [[Modding:Mail data|mail command]], or in code by adding it to <tt>Game1.player.activeDialogueEvents</tt>.
    
The game defines these events:
 
The game defines these events:
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