--- deliantra/server/ext/NPC_Dialogue.pm 2007/04/04 11:45:16 1.3 +++ deliantra/server/ext/NPC_Dialogue.pm 2007/08/25 16:51:38 1.7 @@ -6,6 +6,8 @@ NPC dialogue support module. +=over 4 + =cut package NPC_Dialogue; @@ -28,6 +30,8 @@ sub new { my ($class, %arg) = @_; + $arg{ob} = $arg{pl}->ob; + my $self = bless { %arg, }, $class; @@ -105,6 +109,36 @@ The environment is that standard "map scripting environment", which is limited in the type of constructs allowed (no loops, for example). +Here is a example: + +=over 4 + +=item B + + @match hi + @cond grep $_->name =~ /royalty/, $who->inv + You got royalties there! Wanna have! + +You may want to change the C method there to something like C, +C<slaying> or any other method that is allowed to be called on a +C<cf::object> here. + +=item B<matching for an item name and removing the matched item> + + @match found earhorn + @cond grep $_->slaying =~ /Gramp's walking stick/, $who->inv + @eval my @g = grep { $_->slaying =~ /Gramp's walking stick/ } $who->inv; $g[0]->decrease_ob_nr (1); + Thanks for the earhorn! + +This example is a bit more complex. The C<@eval> statement will search +the players inventory for the same term as the C<@cond> and then +decreases the number of objects used there. + +(See also the map: C<scorn/houses/cornerbrook.map> for an example how this is +used in the real world :-) + +=back + =item @eval perl Like C<@cond>, but proceed regardless of the outcome.