-
Notifications
You must be signed in to change notification settings - Fork 3
DialogSystem
Addy edited this page Apr 3, 2026
·
3 revisions
The backbone of the Dialoge System is the Conversation class.
When a conversation starts, either the Player or an NPC will start the conversation.
flowchart TD;
PreIntro[fa:fa-user **Player**]-->Intro;
Intro[fa:fa-user **FlavaPop** <br/> _Move along, sir! Curfew begins in 10 minutes!_];
Intro-->C1{fa:fa-bullhorn How do you respond?};
C1-->|Respond Disrespectfully| A[**Player** <br/> _LOL, you look like a clown!_];
C1-->|Respond Respectfully| B[**Player** <br/> _Yes, sir!_];
Intro-->B[Respond Disrespectfully];
Intro-->C[Ignore];
A-->Intro;
B-->D[FlavaPop: What did you say to me?];
D-->E[Respond Respectfully];
E-->Intro;
D-->F[Respond Disrespectfully];
F-->G[*FlavaPop attacks*];
[ ] Respond Respectfully
[ ] Respond Disrespectfully
[ ] Ignore
This conversation tree takes place when the Player has arrived home and is inside the building. The player can converse with the guards outside the building.
graph TD;
PreIntro[*]-->Intro;
Intro[**Guard** <br/> Stay inside!];
Intro-->C1{...};
C1-->|Respond Respectfully| A[**Player**<br/>'Yes sir! Please forgive me!'];
C1-->| Respond Disrespectfully| B[fa:fa-thumbs-down 'Get out of my sight before I bash your head in!'];
C1-->|Ignore| C[fa:fa-hand No change];
graph TD;
PreIntro[*]-->Intro;
Intro[**Guard** <br/> Stay inside!];
Intro-->|Respond Respectfully| A[**Player**<br/>'Yes sir! Please forgive me!'];
A-->A1(_Create `RelationshipTraits` object and increase `Love`_);
A1-->Exit[Exit conversation];
Intro-->| Respond Disrespectfully| B[fa:fa-thumbs-down 'Get out of my sight before I bash your head in!'];
Intro-->|Ignore| C[fa:fa-hand No change];
C-->Exit;
Dialog
- CharacterName: FlavaPop
- Text: Move along, sir! Curfew begins in 10 minutes!
- Audio: [reference]