CommandTopicclass | actor.t[3214] |
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If you're designing a CommandTopic for a command can be accepted from a remote location, such as by telephone, you should be aware that the command will be running in the NPC's visual sense context. This means that if the player character can't see the NPC, the topic result message will be hidden - the NPC's visual sense context hides all messages generated while it's in effect if the PC can't see the NPC. This is usually desirable, since most messages relay visual information that wouldn't be visible to the player character if the PC can't see the subject of the message. However, if you've specifically designed your CommandTopic to work remotely, this isn't at all what you want, since you've already taken the remoteness into account in the message and thus want the message to be displayed after all. The way to handle this is to wrap the message in a callWithSenseContext() with a nil sense context. For example:
topicResponse()
{ callWithSenseContext(nil, nil, {: "Here's my message!" }); }
class
CommandTopic : TopicEntry
CommandTopic
TopicEntry
object
Inherited from TopicEntry
:
altTalkCount
altTopicList
impliesGreeting
isActive
isConversational
matchObj
matchScore
talkCount
topicGroupActive
topicGroupScoreAdjustment
topicResponse
isMatchPossible
matchTopic
setTopicPronouns
Inherited from TopicEntry
:
addAltTopic
addSuggestedTopic
addTopic
adjustScore
anyAltIsActive
breakTopicTie
checkIsActive
deferToEntry
getActor
getTopicOwner
handleTopic
initializeTopicEntry
noteAltInvocation
noteInvocation
includeInList OVERRIDDEN | actor.t[3216] |
isMatchPossible (actor, scopeList) OVERRIDDEN | actor.t[3247] |
matchTopic (fromActor, obj) OVERRIDDEN | actor.t[3219] |
setTopicPronouns (fromActor, topic) OVERRIDDEN | actor.t[3250] |