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set_dialogue [2018/03/16 09:48] justinset_dialogue [2021/04/21 18:49] (current) justin
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-Sets the dialogue of the specified NPC. An empty string value can be specified for the dialogue name in order to remove the NPC's dialogue. The dialogue name is case-sensitive.+Sets the [[dialogue]] of the specified [[NPC]]. An empty [[string]] value can be specified for the [[dialogue]] name in order to remove the [[NPC|NPC's]] [[dialogue]]. The [[dialogue]] name is case-sensitive.
  
 ====Signature:==== ====Signature:====
 <code python> <code python>
-set_dialogue(npc_id, dialogue_name)+set_dialogue(entity_id, dialogue_name)
 </code> </code>
  
 ^Argument^Description^Type^Required^ ^Argument^Description^Type^Required^
-|npc_id|Entity ID of the NPC for which to update the dialogue.|[[String]]|Yes| +|entity_id|[[Entity]] ID of the [[NPC]] for which to update the [[dialogue]].|[[String]]|Yes| 
-|dialogue_name|Name of the new dialogue.|[[String]]|Yes|+|dialogue_name|Name of the new [[dialogue]].|[[String]]|Yes|
  
 ====Example:==== ====Example:====
-<code python+<code bauxite
-set_dialogue("purple_slime", "second_dialogue")+set_dialogue("purple_slime", "second_dialogue");
 </code> </code>
-//Results:// The purple slime's dialogue is changed to "second_dialogue".+//Results:// The purple slime'[[dialogue]] is changed to "second_dialogue".
  
 <WRAP center round tip 100%> <WRAP center round tip 100%>
-Use the **Set Dialogue** function to switch an NPC to an entirely different dialogue after your game has progressed to a new part of the story or to remove an NPC's dialogue after they no longer have anything to say.+Use the **Set Dialogue** function to switch an [[NPC]] to an entirely different [[dialogue]] after your game has progressed to a new part of the story or to remove an [[NPC|NPC's]] [[dialogue]] after they no longer have anything to say.
 </WRAP> </WRAP>
  
set_dialogue.1521218895.txt.gz · Last modified: 2018/03/16 09:48 by justin