βοΈShopkeeper Speech List
Discover all the settings incorporated into the AI Shopkeepers.
The Config.AI_SpeechList section in the configuration file allows you to define various speech lines or messages that the AI shopkeepers can use during different situations or interactions. By providing multiple options for each situation, you can create a more immersive and dynamic experience, as the shopkeeper will randomly select a different line each time.
["safe"]: This is a single string that represents the message the shopkeeper will say when revealing the password for the safe.["register"]and["unlockDoors"]: These sections define the messages and timers related to unlocking the register and doors, respectively.message: The message displayed when the shopkeeper is unlocking the register or doors.negotiationTimer: The time in seconds it takes for the shopkeeper to unlock the register or doors when they are in a negotiation state.scaredTimer: The time in seconds it takes for the shopkeeper to unlock the register or doors when they are in a scared state.
["threaten"]: This is an array of strings containing various threatening lines that the shopkeeper can use when confronting the player. These lines are aggressive and demand the player to surrender or face consequences.["negotiation"]: This is an array of strings containing lines that the shopkeeper can use when trying to negotiate with the player. These lines are more calm and cooperative, showing a willingness to find a peaceful solution.["scared"]: This is an array of strings containing lines that the shopkeeper can use when they are scared or frightened. These lines convey a sense of fear and desperation, pleading with the player to reveal their intentions.
By having multiple strings inside each table, you create a pool of options for the shopkeeper to choose from. Each time the shopkeeper needs to say a line from a specific category, a random string from the corresponding array will be selected. This randomization adds variety and unpredictability to the shopkeeper's behavior, making the interactions feel more realistic and immersive.
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