diff --git a/assets/lang/en/dialogue/npcs/villager_normal.json b/assets/lang/en/dialogue/npcs/villager_normal.json index 2c0eb8a..6391abb 100644 --- a/assets/lang/en/dialogue/npcs/villager_normal.json +++ b/assets/lang/en/dialogue/npcs/villager_normal.json @@ -1,5 +1,11 @@ { "dialogType": "villager", + "intro": [ + [ + "Hello i'm {title}. Your name must be {player}!", + 1 + ] + ], "welcome": [ [ "Oh hello, {player}... You look great! What can I do for you?", diff --git a/src/scene-scripts/dialogue-system/dialog_bubble.cs b/src/scene-scripts/dialogue-system/dialog_bubble.cs index 518c4d5..1d759fe 100644 --- a/src/scene-scripts/dialogue-system/dialog_bubble.cs +++ b/src/scene-scripts/dialogue-system/dialog_bubble.cs @@ -7,6 +7,8 @@ public partial class dialog_bubble : CanvasLayer public Variant dlgLines; public int dlgPointer = 0; public RichTextLabel richText; + public string name; + public Area2D triggerArea; /*TODO: - Dont repeat the same randomized dialogue after you get asked do you need something "else" @@ -18,14 +20,22 @@ public partial class dialog_bubble : CanvasLayer { richText = GetNode("box/rich_text_label"); } - public void GetDialog(string file, string title, Variant actor, string playerName) + public void GetDialog(string file, string title, Area2D actor, string playerName, bool introducedVillager) { + triggerArea = actor; + name = title; playerName = "[color=blue]" + playerName + "[/color]"; - parsedDlg = Json.ParseString(FileAccess.Open(file, FileAccess.ModeFlags.Read).GetAsText().Replace("{player}", playerName)); - GetNode