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2 bytes added ,  23:43, 23 March 2020
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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>.
 
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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An active dialogue event can be start 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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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>.
    
The game defines these events:
 
The game defines these events:
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