ChatDialog ========== Methods to interact with the chat box dialog. Use the `ChatDialog` global variable:: WriteLn ChatDialog.IsOpen(); ---- TRSChatDialog.GetTitle ~~~~~~~~~~~~~~~~~~~~~~ :: function TRSChatDialog.GetTitle: String; Returns the title of the chat dialog. Normally this is the name of the person speaking. Example:: WriteLn(ChatDialog.GetTitle()); ---- TRSChatDialog.IsTitle ~~~~~~~~~~~~~~~~~~~~~ :: function TRSChatDialog.IsTitle(Text: String): Boolean; Returns if `Text` is present in GetTitle(). Example:: if ChatDialog.IsTitle('Banker') then WriteLn('We are speaking to a banker!'); ---- TRSChatDialog.IsOpen ~~~~~~~~~~~~~~~~~~~~ :: function TRSChatDialog.IsOpen: Boolean; Returns True if a chat dialog is open. This is when a player/npc chat is speaking. Or there is a option to select. Example:: if ChatDialog.IsOpen() then WriteLn('Someone is speaking!'); ---- TRSChatDialog.GetOptions ~~~~~~~~~~~~~~~~~~~~~~~~ :: function TRSChatDialog.GetOptions: TRSChatDialogOptions; Returns all chat options. This is the black text you can click on. ---- TRSChatDialog.ClickOption ~~~~~~~~~~~~~~~~~~~~~~~~~ :: function TRSChatDialog.ClickOption(Text: String; UseKeyboard: Boolean = True): Boolean; If `Text` is found in any option, click it. Example:: if ChatDialog.ClickOption('access my bank account please') then WriteLn('Opened bank!') ---- TRSChatDialog.ChatToOption ~~~~~~~~~~~~~~~~~~~~~~~~~~ :: function TRSChatDialog.ChatToOption(Option: String; UseKeyboard: Boolean = True): Boolean; Continuously advances the dialog with **TRSChatDialog.ClickContinue** until the specified **Option** appears. Example:: ChatDialog.ChatToOption('Yes'); ---- TRSChatDialog.ChatToDialog ~~~~~~~~~~~~~~~~~~~~~~~~~~ :: function TRSChatDialog.ChatToDialog(Dialog: String; UseKeyboard: Boolean = True): Boolean; Continuously advances the dialog with **TRSChatDialog.ClickContinue** until the specified **Dialog** appears. Example:: ChatDialog.ChatToDialog('What do you do'); ---- TRSChatDialog.HasLevelUp ~~~~~~~~~~~~~~~~~~~~~~~~ :: function TRSChatDialog.HasLevelUp: Boolean; Do we have the level up message? Example:: if ChatDialog.HasLevelUp() then WriteLn('We have leveled up!') ---- TRSChatDialog.GetDialog ~~~~~~~~~~~~~~~~~~~~~~~ :: function TRSChatDialog.GetDialog: String; Returns the chat dialog which is the black text when a NPC/player is speaking. Example:: WriteLn(ChatDialog.GetDialog()); ---- ChatDialog.Setup ~~~~~~~~~~~~~~~~ :: procedure TRSChatDialog.Setup(Name: String); override; ---- :: var ChatDialog ~~~~~~~~~~~~~~ Global ChatDialog variable.