ByeTopic class | actor.t[3371]

A goodbye topic - this handles both explicit GOODBYE commands and implied goodbyes. Implied goodbyes happen when a conversation ends without an explicit GOODBYE command, such as when the player character walks away from the NPC, or the NPC gets bored and wanders off, or the NPC terminates the conversation of its own volition.

`class ByeTopic : MiscTopic`

Superclass Tree (in declaration order)

`ByeTopic`
`MiscTopic`
`TopicEntry`
`object`

Subclass Tree

(none)

Global Objects

(none)

Summary of Properties

`impliesGreeting includeInList matchList`

``

Inherited from `TopicEntry` :
`altTalkCount altTopicList isActive isConversational matchObj matchScore talkCount topicGroupActive topicGroupScoreAdjustment topicResponse`

Summary of Methods

``

Inherited from `MiscTopic` :
`isMatchPossible matchTopic`

Inherited from `TopicEntry` :
`addAltTopic addSuggestedTopic addTopic adjustScore anyAltIsActive breakTopicTie checkIsActive deferToEntry getActor getTopicOwner handleTopic initializeTopicEntry noteAltInvocation noteInvocation setTopicPronouns`

Properties

`impliesGreeting` OVERRIDDEN | `actor.t[3385]`

If we're not already in a conversation when we say GOODBYE, don't bother saying HELLO implicitly - if the player is saying GOODBYE explicitly, she probably has the impression that there's some kind of interaction already going on with the NPC. If we didn't override this, you'd get an automatic HELLO followed by the explicit GOODBYE when not already in conversation, which is a little weird.

`includeInList` OVERRIDDEN | `actor.t[3372]`

no description available

`matchList` | `actor.t[3373]`

no description available

Methods

(none)

TADS 3 Library Manual
Generated on 8/21/2012 from TADS version 3.1.2