Conditionals, optimization and some horns
This new version adds conditional support to the dialogues of your custom NPCs, which combined with the also new ability to set and save data flags, will allow tinkerers to create more dynamic custom quests to the game.
Conditionals (if, else, etc) can be used to branch a dialogue into different routes, depending on what your conditional requests. Say you have an Orc with a dialogue where he asks the player to give him 10 peppers; if the player has already collected them, the dialogue continues into a specific branch where you make a spicy dinner for him, otherwise defaulting to a dialogue branch where he expresses his disappointment at your lack of diligence!
Another example would be an orc that only gets busy with you if you are of specific certain "measures".
Data flags are variables that can be added or modified through a new type of dialogue action. These data flags can be used in conditional checks (for example, saving custom quest progress for your NPC).
Conditionals are used through a new type of dialogue entry, which nests derived lines under it as the other types (Text and Choice, Simple Text...) but will take the speech to any of the offspring ones, depending on their contents.
I know this is all very technical stuff; just let the tinkerers out there work their creative magic on their NPCs, which you can later download and use in the game.
Other changes:
Known issues:
Grab the demo here
thierry
2018-08-26 11:59:47 +0000 UTCRagnoRagno
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