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Author Topic: Proposal: Dialog System Implementation  (Read 46574 times)
superfluid
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« Reply #90 on: October 01, 2009, 06:03:21 PM »

Argh, sorry. I saw this post and meant to reply to it but totally fell off my radar.

With easy_install (may work for windows users):

easy_install PyYAML


To install under debian or ubuntu:

sudo apt-get install python-yaml


Macports:

sudo port -v install py-yaml
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zenbitz
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« Reply #91 on: October 01, 2009, 10:32:38 PM »

Yeah, I googled it up.  I think I installed it manually because I didn't realze the port package was py-yaml! 

It works.  Someone should put this note in the download wiki page.

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zenbitz
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« Reply #92 on: October 19, 2009, 02:15:07 AM »

I have a first draft of "Janie" (Female guard's) dialogue file.   I seems to get parsed OK, but of course I have defined a bunch of callbacks that don't exist.    We should probably decide on some kind of way to define the callbacks.

I have opened a trac ticket on dialogue changes with this file as well
http://parpg-trac.cvsdude.com/parpg/ticket/121

http://wiki.parpg.net/File:Fguard.yaml.txt

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zenbitz
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« Reply #93 on: October 20, 2009, 07:21:15 PM »


I have added a patch (includes new fguard.yaml) file which will run under modified dialogue-demo.py.  It is attached in the trac item 121 above.

Not all sections of the dialog are acessible, because they require further gamestate setting (i.e, getting the beer quest, opening the box).

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shevegen
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« Reply #94 on: November 26, 2009, 01:06:23 PM »

Hmm

pc.met('bart')

Why do we need to have the name of the NPC 'bart' here?
First, the name may change, but more importantly can't this method
default to this_npc ?

I mean the yaml file will be named bart.yaml already or? So we have all
the information required...

Instead of
pc.met('bart')
I'd say it should default to the name of the NPC like so:
pc.met
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zenbitz
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« Reply #95 on: November 26, 2009, 06:09:21 PM »

mentioned on IRC but it was done this way because there is not much of an NPC object.   Each NPC should probably have a hasMetPC method to check and metPC method to set.... there is no rush on this, it's only used to block off intro dialogue notes from repeating.


HOWEVER... the PC object or game_state should probably keep a list or dictionary of all the NPCs the PC has met as well...  Although at the moment I have no use for this.
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shevegen
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« Reply #96 on: December 05, 2009, 03:37:01 AM »

I have started another thread for suggestions on how to improve dialogue engine.

My main concern is mostly to make the syntax as easy as possible, this is why I am possibly too concerned with micro-optimizations such as pc.met('bart') vs just pc.met
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