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{
ForceChoice = bool; // Requires the player to make a choice, rather than backing out of the conversation.
// If there is only one option, attempting to back out will select that option.
// If there are no options, this property is ignored. In all cases, hitting escape
// will bring the player to the menu. It is not possible to save while in a
// conversation. The player can still back out by hitting a number key larger than
// the amount of choices available (later on, I'll make Tab also exit the menu).
Choice
{
DisplayIfHasItem = "ClassName"; // Only let the player see the option if they have this item.
DisplayIfHasItemAmount = int; // Only let the player see the option if they have X amount
// of the item specified by DisplayIfHasItem.
DisplayIfLacksItem = "ClassName"; // Only let the player see the option if they do not have this item.
Cost
{
PayCost = bool; // If false, the cost is not actually taken, only checked for.
PassFormat = "format string"; // The format string used to format the choice when the player can
// afford to buy it. %c represents the cost, %o represents the
// amount the player owns, and %s represents the choice's Text
// property.
FailFormat = "format string"; // The format string used to format the choice when the player can
// not afford to buy it. %c represents the cost, %o represents the
// amount the player owns, and %s represents the choice's Text
// property.
}
}
}
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