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I don't have that specific functionality, usually what I do for testing events is to wipe clean the original Events from the game and leave just what I want to test. But it's perfectly doable to call an event from an input you give... but just for events.
For other things, like Dialogue Snippets I just modify the Snippet hub like so:
File: 004-DOOR EVENT-SNIPPETS.json
"snippetIds": ["005-DOOR-BRAND NEW EVENT"],
"--snippetIds": ["005-DOOR-MAGIC WHITE", "005-DOOR-MAGIC GREEN", "005-DOOR-MAGIC RED", "005-DOOR-MAGIC BLUE", "005-DOOR-MAGIC BLACK", "005-DOOR-LOCKED", "005-DOOR-BARRED WOOD", "005-DOOR-BARRED METAL", "005-DOOR-TRAPPED", "005-DOOR-LOCKED", "005-DOOR-BARRED WOOD", "005-DOOR-BARRED METAL", "005-DOOR-TRAPPED"]
That way it's easy to test each one for the exact thing you want with no randomness. It's done like this for snippets because there is just too many parameters sent on initialization of dialogues that need to be called from within the right part of the game to work 100%.
So, let's design a solution together, what do you think?
- For Events I can make a menu that you can call any loaded events with a click. Does that works for you?
- For Contracts you can set the Dialogue Id on the town object in your save file. Let me know if you need help with that.
- For Snippets: as above, you can just "comment" the original Ids with -- and just leave what do you want to test.
Looking forward to your feedback and to make this happen in code, mate! Let me know if you need any other information!
Cheers! =]
Kezarus
I was indeed working out some Snippets.
A solution that I found is to change the name of one of the calls of Snippets in "000-TUTORIAL-HELP.json" and use the Help screen (opened by clicking on the button with the question mark on the right of the top bar on the map), so it's very fast to test Snippets now :D
I don't know about the mechanics of Contracts yet, I'll try some later ;)
Just know that it maaaaaay not work 100% for all cases, specially Dungeons. But for early tests before adding to the final snippet it will work. =]
Would you still want a way to call the Events? If you do, I can add it to the Backlog and deliver it in the next update. Let me know.
Cheers!
"events": []
If you put your event ID here as the first in line and with a cooldown equals to zero, it will be the next event to be called.
A nice thing for modding would be to be able to start a Quest at any time, with Quests directly you could call Dialogues that in turn can call Snippets ^^ and you have the possibility to test also the mechanics of the Quests !
Edit : I looked at a savefile... sorry that escaped from my mind, but if you can change an Event's cooldown in a savefile, it's okay for testing.
To avoid confusing non-Modder players, gonna also add an option to enable this button.
That will not solve 100% of the scenarios (Dungeons will need to be tested on the Snippets), but I think it seems good enough for me. Would that be good for you, mate? =]
Done and done, mate! Check it out. Let me know if you need anything else or found a bug. =]
https://psteamproxy.yuanyoumao.com/news/app/2586000/view/518588414413505704
Cheers!
When calling a fight from the tool, while on the map, it triggers ok.
In Cave, at the end of the Snippet for the "combat_call", the combat doesn't start, though the "dungeon_node_set" works :
{
"nodeId": "nodeFight",
"nodeType": "combat_call",
"dialogueVictory": "0103-EVENTSNIPPET-CAVE-DOUBLELAIR2",
"nodeNext": "EventDone"
},
{
"nodeId": "EventDone",
"nodeType": "dungeon_node_set",
"value": "DISABLE",
"nodeNext":"DialogueEnd"
},
{
"nodeId": "DialogueEnd",
"nodeType": "end"
}
If you can, see other Dialogues that does the same thing that you're trying to do. I think 003-CAVE EVENT-DARK FIGURE does that on nodeId SetupCombat.
Let me know if it's all good. =]
Eeer... nopz! Can't do that in the Dungeons as there is no triggers being called after the Combat End that leads to that.
Hmmmm, I usually finish my Dialogue after the dungeon_node_set. If you continue to call other things, a snippet for example, I don't think it will even leave the Dialogue until you reach the dialogue_end.
Thanks for your infos ! I'll take these in account for my later scripts.