Hi,
gdbaradit wrote: ↑Tue Sep 10, 2019 6:01 pmNow I have a question that worries me. I (kind of) learnt how to use barks, but I'm worried about the possibility of being able to use barks as regular responses to dialogues/Conversations.
Barks are only intended to be single one-off lines. Use a conversation for this. If you want the conversation text to appear above the characters' heads, you can set up subtitle panels that way. The
Dialogue System Extras page has a Bubble Subtitle Example (
direct download,
TextMesh Pro version).
gdbaradit wrote: ↑Tue Sep 10, 2019 6:01 pmAnother question: Can I change the value of a variable depending on the response of the player?
Absolutely. In the Dialogue Editor's
Variables section, add a variable named "attack". (Click the "+" in the bottom right of the variables list, and select Number.)
Then inspect the conversation's "Good" response. Click the "..." next to the
Script field. Click "+" to add a new line, and from the dropdowns select Variable > Set > attack > 5. Then click Apply.
Then do the same for the "Bad" response, except set attack to 2.
The
Conversation Conditions tutorial will step you through the process.