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3 | NPC_Dialogue |
3 | NPC_Dialogue |
4 | |
4 | |
5 | =head1 DESCRIPTION |
5 | =head1 DESCRIPTION |
6 | |
6 | |
7 | NPC dialogue support module. |
7 | NPC dialogue support module. |
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8 | |
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9 | =over 4 |
8 | |
10 | |
9 | =cut |
11 | =cut |
10 | |
12 | |
11 | package NPC_Dialogue; |
13 | package NPC_Dialogue; |
12 | |
14 | |
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104 | |
106 | |
105 | =back |
107 | =back |
106 | |
108 | |
107 | The environment is that standard "map scripting environment", which is |
109 | The environment is that standard "map scripting environment", which is |
108 | limited in the type of constructs allowed (no loops, for example). |
110 | limited in the type of constructs allowed (no loops, for example). |
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111 | |
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112 | Here is a example: |
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113 | |
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114 | =over 4 |
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115 | |
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116 | =item B<matching for an item name> |
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117 | |
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118 | @match hi |
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119 | @cond grep $_->name =~ /royalty/, $who->inv |
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120 | You got royalties there! Wanna have! |
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121 | |
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122 | You may want to change the C<name> method there to something like C<title>, |
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123 | C<slaying> or any other method that is allowed to be called on a |
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124 | C<cf::object> here. |
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125 | |
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126 | =item B<matching for an item name and removing the matched item> |
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127 | |
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128 | @match found earhorn |
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129 | @cond grep $_->slaying =~ /Gramp's walking stick/, $who->inv |
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130 | @eval my @g = grep { $_->slaying =~ /Gramp's walking stick/ } $who->inv; $g[0]->decrease_ob_nr (1); |
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131 | Thanks for the earhorn! |
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132 | |
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133 | This example is a bit more complex. The C<@eval> statement will search |
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134 | the players inventory for the same term as the C<@cond> and then |
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135 | decreases the number of objects used there. |
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136 | |
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137 | (See also the map: C<scorn/houses/cornerbrook.map> for an example how this is |
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138 | used in the real world :-) |
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139 | |
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140 | =back |
109 | |
141 | |
110 | =item @eval perl |
142 | =item @eval perl |
111 | |
143 | |
112 | Like C<@cond>, but proceed regardless of the outcome. |
144 | Like C<@cond>, but proceed regardless of the outcome. |
113 | |
145 | |