New framework functions
selectd
Now we have a simple, convenient way to add debug to any npc that uses select
(meaning old npcs that use menu
still need a rewrite).
I added selectd
, which is a drop-in replacement for select
. It works the same way as select
except it gives an extra [debug]
option if the debug flag is on. The return value and @menu
have the same values as with select
.
This means in any npc that uses select
you can just add a d
and bingo, you've got a debug. You can either pass the quest ID as first argument or set it in OnInit
with .quest_debug = <id>;
.
Examples
mes "Please choose an option:";
selectd
"Foo",
"Bar";
OnInit:
.quest_debug = ShipQuests_Nard;
is equivalent to:
mes "Please choose an option:";
selectd ShipQuests_Nard,
"Foo",
"Bar";
Also in this MR
Many many scripts useclose;
orclosedialog;
incorrectly. This MR fixes some-
savepointparticle
can now be used without giving amap
,x
,y
-
bedClic
can now be used without giving amap
,x
,y
-
goodbye;
can send now an emote (first param). - new function:
bye;
. It is a shorthand forclosedialog; close;
. Can also send an emote (first param). - new function:
cwarp;
. Properly closes the dialog, then warps the player. - new function:
cshop;
. Properly closes the dialog, then opens a shop. - new function:
cstorage;
. Properly closes the dialog, then opens the storage. - new function:
goodbye2;
. Waits for the player to click close, then displays a canned message (likegoodbye
but waits for the player). Can also send an emote (first param).