Comments (5)
Confirmed cvars can be injected into dialog responses
from amnesia.
Requirements can be set to use 2 of 1 handling patterns:
public enum RequirementVisibilityTypes
{
AlternateText,
Hide
}
only Hide
has been used in vanilla
from amnesia.
Several requirement types, but only Buff
would be helpful:
public enum RequirementTypes
{
Buff,
QuestStatus,
QuestsAvailable,
QuestTier,
QuestTierHighest,
QuestEditorTag,
Skill,
Admin,
DroneState,
DroneStateExclude
}
from amnesia.
public override bool CheckRequirement(EntityPlayer player, EntityNPC talkingTo)
{
return false;
}
Daaaaaaaaaaang :[
this does not work and will never work; DialogRequirementBuff
must not have ever been fully implemented
from amnesia.
Instead.. I might be able to give the player a special quest.
If the requirement for this dialog option is the presence of a quest, I can grant that quest whenever necessary (and check/replace it on login... maybe when missing, etc.).
This could open the dialog option and...
🤔 can the requirement for the quest be based on a cvar? i.e. could one step of the quest be to acquire enough coins to actually pay for the treatment? That would be cool!
from amnesia.
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from amnesia.