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[DialogueControl] add new submodule #64

@alexmaichen

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@alexmaichen

probably not relevant for the uses this is made for, but it could be fun (giving the player instructions for example, via narrator voiceline text). I'm working on a dialogue-related mod on my end and thought a module I'm making for it might be neat to integrate to RC once I'm done, since what I'm trying to do is adjacent in spirit to RC except only dialogue-related.

The game's dialogue is normally split across multiple files: a csv with some lines, and some in tables in the lua files. The mod would have a table with all lines of dialogue (combining the lines in both), and a wrapper around the game's DisplayTextLine function (from Narrative.lua) which substitutes the usual textline with whatever is in the field at the given index in the table. one could then index that voiceline for a given chamber / god / whatever, to have the voiceline appear at that time.

https://github.com/alexmaichen/DialogueControl
It doesn't integrate with RunControl yet (being able to declare what voiceline should play or whatever), but I'm working on that.

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