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DialogSystem

Addy edited this page Apr 3, 2026 · 3 revisions

Introduction

The backbone of the Dialoge System is the Conversation class.

Initialization

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!_];


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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];

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  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;

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Dialog

  • CharacterName: FlavaPop
  • Text: Move along, sir! Curfew begins in 10 minutes!
  • Audio: [reference]

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