Rewrite dialogs/cutscenes to trigger based on command storage
Dhranios opened this issue ยท 0 comments
What is the feature you want to see?
Control dialogs/cutscenes via command storage, rather than entity behavior and tags.
Why would you like this feature?
This prevents dialogs/cutscenes from cutting off when the player leaves, and allows for easy dialog triggering, without having to hardcode values.
Any alternatives you've considered?
Spawn dialog entity (just moves the problem to 1 place).
Additional context
Selection menu for options and "next line".
Freeze everything in the room the dialog/cutscene is playing in (no ai and freeze animation), excluding players, furniture, fake doors, and entities part of the dialog/cutscene (will have no ai, just not freeze animation).
Suggested format: dialogs:[{room:3,dialog:{namespace:"luigis_mansion",id:"paintings/normal"},progress:0}]
where room being absent means global (for example GBH call).
- Split dialog from entity behavior: Chauncey Let's Play
- Split dialog from entity behavior: Chauncey
- Split dialog from entity behavior: Melody Pianissima Composer
- Split dialog from entity behavior: Melody Pianissima Game
- Split dialog from entity behavior: Jarvis
- Split dialog from entity behavior: Jarvis Results
- Split dialog from entity behavior: Sir Weston
- Split dialog from entity behavior: Sue Pea
- Split dialog from entity behavior: Ghost Gauntlet
- Split dialog from entity behavior: Vincent Van Gore
- Finish up #87 to allow no_ai and freeze_animation to function