ShopKeeper¶
Similar to talk, but with a shop keeper buying or selling dialogue line.
NOTE: This interaction is heavily involved in the shop system which are complex. It is only assigned at loading time from a Shop interaction and it should never be set in map entities game data. Read the shop system documentation to learn more.
MapControl.CreateEntities¶
This interaction is heavily involved in the building of the shop structure. See the shop system documentation to learn more.
args meaning¶
buy
: The input string will be overriden todialogues[6].y
(the shop keeper's buying dialogue line id) and the parent becomes theshopkeeper
transform. This only happens during the course of a Shop interaction, but not in this interaction.
SetUp¶
If dialogues[10].x
floored is 1 (this is a medal shop), SetBadgeShop(false) is called. For more information, check the shop system documentation
Interact¶
The same as talk, but the input string of the SetText call is the one resolved from dialogues[0].y
as the dialogue line id which is shop keeper's selling line (or dialogues[6].y
which is the buying one if args
is buy
).
Also if args
is buy
, the parent of the SetText call is the shopkeeper
and the playerdata
entities will face it instead of this position.
PlayerControl.LateUpdate¶
The same as Talk.