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Make Fray End's Farmer interactive #1130
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manuq
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I went to talk with the farmer and didn't say anything:
I think what you need to do is:
- Identify the farmer: Select the node named "Farmer" in the scene tree, then press F key to center it in the 2D viewport.
- Then you need to add 2 child nodes to the Farmer node:
- Add a TalkBehavior node. Please read its documentation using right click -> Open Documentation.
- Instantiate an InteractArea scene. Then add a collision shape to this area. And finally set this InteractArea as the "Interact Area" property of the TalkBehavior node.
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@SergiLS19 I have updated the pull request description to link this pull request to the issue. |
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@manuq Yes, I only change the instance. I'm still working in the dialogue section, I think I can finish that today. |
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@manuq Hi, Manu. I want to update the PR because I made the dialogues, should I wait for the PR to be approved or I cancel the PR and make a new one? |
Please continue in the same pull request! You just continue commiting changes and pushing. Then we can squash (make a single commit with all the commits) before merging. |
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@manuq Hi, excuse me, I need to make another change to this issue? I think a made what I need, but the PR hasn't been approved yet |
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Test build no longer available. |
scenes/world_map/frays_end.tscn
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| position = Vector2(1663, 1102) | ||
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| [node name="Farmer" parent="NPCs" instance=ExtResource("20_xa7wa")] | ||
| [node name="Talker" parent="NPCs" instance=ExtResource("11_mr2ek")] |
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Please keep the node name Farmer.
| Seeds have terrible dating lives | ||
| They always get stood up | ||
| Hahahahahaha | ||
| ... | ||
| Guess it was only funny in my head | ||
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I wouldn't have thought of having the farmer tell a joke. I like it!
If you check the dialogue manager documentation you will see that you can put the character's name at the start of the line to indicate who is talking. And you can use {} to take the speaker's name from a variable.
With that in mind, after you've set the npc_name property on the farmer as suggested below, you can change this to (I suggest):
| Seeds have terrible dating lives | |
| They always get stood up | |
| Hahahahahaha | |
| ... | |
| Guess it was only funny in my head | |
| {npc_name}: Seeds have terrible dating lives... | |
| {npc_name}: They always get stood up! | |
| {npc_name}: Hahahahahaha! | |
| {player_name} ... | |
| {npc_name}: Guess it was only funny in my head |
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I misremembered the syntax: it's {{variable name}} not {variable name}. I have added a patch to change this.
It's better to use the player-character's name (StoryWeaver in this case, or in general {{player_name}} because the player has different names in different storyquests) because the colour of the name banner is different for the player, and this is done based on the name:
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I think you could also add:
to the PR description? or do you intend the dialogue here as a placeholder? (I like it!) |
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All right! I will work on it. |


Change the farmer in the top-right to a Talker scene.
Add a short dialogue in which they tell the player a joke.
Resolves #1002
Resolves #1003