- This also tweaks the scenario schemas for consistency between schemas and code, adds some unique key restraints, and makes some attributes required.
49 lines
1.1 KiB
XML
49 lines
1.1 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<dialogue boes="1.0">
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<!-- Basic personalities -->
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<personality id="0">
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<title>Bill</title>
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<look>You see a small, strange creature.</look>
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<name>"I'm Bill!"</name>
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<job>"Job? What's that?"</job>
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<!-- Can also add <unknown> -->
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</personality>
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<!-- A shop -->
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<node for="0">
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<keyword>purchase</keyword>
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<shop type="items">
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<cost>0</cost>
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<first>5</first>
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<count>12</count>
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<title>Bill's Cheap Items</title>
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</shop>
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</node>
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<!-- Selling items -->
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<node for="0">
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<keyword>sell</keyword>
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<sell type="any">
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<cost>0</cost>
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<text>"Yay! Give me all your stuff!"</text>
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</sell>
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</node>
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<!-- Force conversation end -->
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<node for="0">
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<keyword>secrets</keyword>
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<!-- Can add a second keyword if desired -->
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<talk>
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<text>"I don't like talking about secrets."</text>
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</talk>
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<end>force</end>
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</node>
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<!-- An inn -->
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<node for="0">
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<keyword>sleep</keyword>
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<inn>
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<cost>10</cost>
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<quality>0</quality>
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<bed x="12" y="32"/>
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<text>"Ah, you want one of my cheap rooms? Sleep well!"</text>
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<text>"Sorry, that'll be 10 gold."</text>
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</inn>
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</node>
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</dialogue> |