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- <?xml version="1.0" encoding="utf-16"?>
- <Conversation>
- <!-- Conditions allow for non-interactive checks; in this case, if the player has already talked to Dude, we should skip ahead a bit -->
- <Condition id="0" checkToken="Dude.Talked" false="1" true="7"/>
- <!-- Lines are simple pieces of speech from an actor -->
- <Line id="1" speaker="Player" text="Sup!" next="2"/>
- <!-- Actions allow designers to do things mid-conversation; in this case, we set a token that's read by the first node in subsequent conversations -->
- <Action id="2" setToken="Dude.Talked" next="3"/>
- <!-- Choices are decisions that the player can make -->
- <Choice id="3" speaker="Dude" text="Hello there stranger! How are you?">
- <Option text="I'm fine thanks." next="4"/>
- <Option text="I hate my life!" next="5"/>
- </Choice>
- <Line id="4" speaker="Dude" text="Good to hear." next="6"/>
- <Line id="5" speaker="Dude" text="Well that's a damned shame." next="6"/>
- <Choice id="6" speaker="Dude" text="Do you have a heavy cube I could borrow?">
- <!-- Options can have conditions which are required to unlock the option; here, if the player doesn't currently have a Heavy Cube in their inventory, this option will not be shown -->
- <Option text="Here you go!" hasItem="Heavy Cube" next="8"/>
- <Option text="Sorry, I don't have one." next="10"/>
- </Choice>
- <Choice id="7" speaker="Dude" text="Have you found the cube yet?">
- <Option text="Here you go!" hasItem="Heavy Cube" next="8"/>
- <Option text="Still haven't found one." next="10"/>
- </Choice>
- <Action id="8" removeItem="Heavy Cube" next="9"/>
- <Line id="9" speaker="Dude" text="Thank you! I'll put this to good use." next="11"/>
- <Line id="10" speaker="Dude" text="Let me know if you find one." next="-1"/>
- <Line id="11" speaker="Dude" text="Here! Have this generic valuable item as a token of my gratitude!" next="12"/>
- <!-- If a node targets -1, that signals the end of the conversation -->
- <Action id="12" giveItem="Generic Valuable Item" next="-1"/>
- </Conversation>
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