Class TimbnQuestTalk
The conversation that finishes a quest or a stage, at the NPC from its TalksWith call or the quest giver. The lines play, then the player picks Accept, which takes the stage's cost, gives its reward and completes the stage, or Decline to come back later. Accept with no text completes the stage as soon as the lines are done, for something the NPC simply hands over. When the NPC has a menu of its own, as Herm and Larry do, the talk joins it as one answer. Its text is the talk's first line when that is a PlayerSay, or the quest's name otherwise, and the rest plays once it is picked. A talk that is only an Accept answer puts that answer straight into the menu, with its price and reward. The NPC shows a speech bubble for the talk only once the stage's needs are met and the player can pay its cost, while the answer in an NPC's own menu is there all along, so the player can still ask and decline.
public sealed class TimbnQuestTalk : TimbnTalk<TimbnQuestTalk>
- Inheritance
-
TimbnQuestTalk
- Inherited Members
Examples
.Talk(talk => talk
.PlayerSay("Larry wants a bottle of quality wine.")
.Say("I can get you one, but it will cost you 2 silver.")
.Accept("A little steep, but ok.", then => then.Say("Come back on Pride."))
.Decline("I don't have the money right now.")
.Resume("Here to pay the 2 silver?"))
Methods
Accept()
Completes the stage as soon as the lines before it are done, with no answer to pick, giving the stage's reward, such as when the NPC simply hands something over. A stage with a cost needs the player to pick an Accept answer instead, and there is nothing to Decline or Resume.
public TimbnQuestTalk Accept()
Returns
- TimbnQuestTalk
This conversation, for chaining.
Accept(Action<TimbnLines>)
The Accept answer with its text only in the plugin's lang files, under the quest id plus _talk_accept, such as my_craving_talk_accept, or the stage's id in place of the quest id. Its lines follow from then.
public TimbnQuestTalk Accept(Action<TimbnLines> then)
Parameters
thenAction<TimbnLines>What follows it, such as the NPC's thanks or what to do next.
Returns
- TimbnQuestTalk
This conversation, for chaining.
Examples
.Accept(then => then.Line("thanks"))
Accept(string, Action<TimbnLines>?)
The player's answer that finishes the stage. It shows the stage's cost and reward, is grayed out with the game's price until the player can pay, and takes the cost and gives the reward when it is picked.
public TimbnQuestTalk Accept(string text, Action<TimbnLines>? then = null)
Parameters
textstringThe answer.
thenAction<TimbnLines>What follows it, such as the NPC's thanks or what to do next.
Returns
- TimbnQuestTalk
This conversation, for chaining.
Decline(Action<TimbnLines>?)
The Decline answer with its text only in the plugin's lang files, under the quest id plus _talk_decline.
public TimbnQuestTalk Decline(Action<TimbnLines>? then = null)
Parameters
thenAction<TimbnLines>What the NPC says after it. Leave it out to say nothing.
Returns
- TimbnQuestTalk
This conversation, for chaining.
Decline(string, Action<TimbnLines>?)
The player's answer that leaves without finishing, to come back later. Without it, Core adds the game's leave answer when the stage has a cost or a reward, and an NPC with a menu of its own already has one.
public TimbnQuestTalk Decline(string text, Action<TimbnLines>? then = null)
Parameters
textstringThe answer.
thenAction<TimbnLines>What the NPC says after it. Leave it out to say nothing.
Returns
- TimbnQuestTalk
This conversation, for chaining.
Resume(string)
What the NPC says in place of the lines before the answers when the player comes back after hearing them once, such as after declining. The talk's opening PlayerSay still plays first.
public TimbnQuestTalk Resume(string text)
Parameters
textstringThe NPC's line.
Returns
- TimbnQuestTalk
This conversation, for chaining.