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cleanup; fix docstring for RequestDialog
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baughj committed Aug 21, 2023
1 parent eaa3b0b commit 0749c88
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Showing 3 changed files with 11 additions and 19 deletions.
9 changes: 0 additions & 9 deletions hybrasyl/.gitignore

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2 changes: 1 addition & 1 deletion hybrasyl/Scripting/ElementType.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ namespace Hybrasyl.Scripting;
/* Workaround to make Elements easily accessible in Lua via Moonsharp,
for unknown reasons it seemingly refuses to register an enum from an
outside assembly */

// Group: Scripting
public static class Element
{
public static ElementType None => ElementType.None;
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19 changes: 10 additions & 9 deletions hybrasyl/Scripting/HybrasylWorldObject.cs
Original file line number Diff line number Diff line change
Expand Up @@ -300,15 +300,15 @@ public int Distance(HybrasylWorldObject target)
return -1;
}

///// <summary>
///// Request an asynchronous dialog with a player. This can be used to ask a different player a question (such as for mentoring, etc).
///// </summary>
///// <param name="targetUser">The logged-in player that will receive the dialog</param>
///// <param name="sourceGuid">The GUID of the source (player, merchant, etc)</param>
///// <param name="sequenceName">The sequence that will be started for the target player</param>
///// <param name="origin">The GUID of the origin for the request (castable, item, merchant, whatever). The origin must contain the script that will be used to handle the request.</param>
///// <param name="requireLocal">Whether or not the player needs to be on the same map as the player causing the request.</param>
///// <returns>Boolean indicating success</returns>
/// <summary>
/// Request an asynchronous dialog with a player. This can be used to ask a different player a question (such as for mentoring, etc).
/// </summary>
/// <param name="targetUser">The logged-in player that will receive the dialog</param>
/// <param name="sourceGuid">The GUID of the source (player, merchant, etc)</param>
/// <param name="sequenceName">The sequence that will be started for the target player</param>
/// <param name="origin">The GUID of the origin for the request (castable, item, merchant, whatever). The origin must contain the script that will be used to handle the request.</param>
/// <param name="requireLocal">Whether or not the player needs to be on the same map as the player causing the request.</param>
/// <returns>Boolean indicating success</returns>
public bool RequestDialog(string targetUser, string sourceGuid, string sequenceName, string originGuid,
bool requireLocal = true)
{
Expand Down Expand Up @@ -458,6 +458,7 @@ public void DisplayEffect(ushort effect, short speed = 100, bool global = true)
/// <param name="speed">speed of the effect (generally 100)</param>
/// <param name="global">
/// boolean indicating whether or not other players can see the effect, or just the player displaying
/// boolean indicating whether or not other players can see the effect, or just the player displaying
/// the effect
/// </param>
public void DisplayEffectAtCoords(short x, short y, ushort effect, short speed = 100, bool global = true)
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