ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/ext/NPC_Dialogue.pm
(Generate patch)

Comparing deliantra/server/ext/NPC_Dialogue.pm (file contents):
Revision 1.6 by elmex, Wed Aug 8 07:55:57 2007 UTC vs.
Revision 1.9 by root, Mon Apr 21 06:35:26 2008 UTC

120 You got royalties there! Wanna have! 120 You got royalties there! Wanna have!
121 121
122You may want to change the C<name> method there to something like C<title>, 122You may want to change the C<name> method there to something like C<title>,
123C<slaying> or any other method that is allowed to be called on a 123C<slaying> or any other method that is allowed to be called on a
124C<cf::object> here. 124C<cf::object> here.
125
126=item B<matching for an item name and removing the matched item>
127
128 @match found earhorn
129 @cond grep $_->slaying =~ /Gramp's walking stick/, $who->inv
130 @eval my @g = grep { $_->slaying =~ /Gramp's walking stick/ } $who->inv; $g[0]->decrease;
131 Thanks for the earhorn!
132
133This example is a bit more complex. The C<@eval> statement will search
134the players inventory for the same term as the C<@cond> and then
135decreases the number of objects used there.
136
137(See also the map: C<scorn/houses/cornerbrook.map> for an example how this is
138used in the real world :-)
125 139
126=back 140=back
127 141
128=item @eval perl 142=item @eval perl
129 143
198When a state argument is given it should be either 0 or 1. 1 will 'push' the connection 212When a state argument is given it should be either 0 or 1. 1 will 'push' the connection
199and 0 will 'release' the connection. This is useful for example when you want to 213and 0 will 'release' the connection. This is useful for example when you want to
200let a npc control a door. 214let a npc control a door.
201 215
202Trigger all objects with the given connected-id by 'releasing' the connection. 216Trigger all objects with the given connected-id by 'releasing' the connection.
217
218=item @playersound face-name
219
220Plays the given sound face (either an alias or sound file path) so that
221only the player talking to the npc can hear it.
222
223=item @npcsound face-name
224
225Plays the given sound face (either an alias or sound file path) as if
226the npc had made that sound, i.e. it will be located at the npc and all
227players near enough can hear it.
203 228
204=item @addtopic topic 229=item @addtopic topic
205 230
206Adds the given topic names (separated by C<|>) to the list of topics 231Adds the given topic names (separated by C<|>) to the list of topics
207returned. 232returned.
248 @match = $msg =~ /$args/i 273 @match = $msg =~ /$args/i
249 or next topic; 274 or next topic;
250 275
251 } elsif ($cmd eq "comment") { 276 } elsif ($cmd eq "comment") {
252 # nop 277 # nop
278
279 } elsif ($cmd eq "playersound") {
280 $self->{ob}->contr->play_sound (cf::sound::find $args);
281
282 } elsif ($cmd eq "npcsound") {
283 $self->{npc}->play_sound (cf::sound::find $args);
253 284
254 } elsif ($cmd eq "cond") { 285 } elsif ($cmd eq "cond") {
255 cf::safe_eval $args, %vars 286 cf::safe_eval $args, %vars
256 or next topic; 287 or next topic;
257 288

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines