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SavePoint

The same than Talk, but the SetText input string is hardcoded. The string contains a prompt command where the confirm option leads to a line with a save command which will actually saves the game.

args meaning

None.

SetUp

The SavePoint object is the only object where an interaction is possible and it is this interaction which is set to its interacttype. Check the SavePoint object documention to learn more about how it can triggers this interaction.

Interact

Calls SetText in dialogue mode with the input string being |boxstyle,4||bleep,2,1,1| + menutext[4] (the save prompt text) + |prompt,menu,0.7,2,7,78,5,6|:

  • The fonttype is BubblegumSans
  • The default messagebreak is used as the linebreak
  • No tridimensional
  • No render or camera offsets
  • This transform as the parent (or the shopkeeper one if args is buy) and this NPCControl as the caller

Once the call is started right after the first yield, all playerdata entities have FaceTowards called on them with the position being this position and with forceback.

GetDialogue

This method should never be called on an NPC with this interaction because doing so will cause the error message to appear with the exception of overridediag not being negative, but this never happens under normal gameplay because it relates to an unused feature.