Tony Li wrote: ↑Fri Feb 02, 2024 9:47 pm
Glad to help!
This is just kind of a proof of concept. You may need to tweak it to do exactly what you want in your game.
I've been able to tweak it mostly to what I'd like it to do
I am a little lost though, in the original package, how does it know the player is selecting the correct item (the "apple") and continuing the conversation?
I would like to be able to determine what Item needs to be check for.
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I tried messing with this code:
SendMessage(Open,,SelectFruitDisplay);
WaitForMessage(SelectedItem)
and
mmRemoveItem("RogueMainInventory", Variable["SelectedItem"], 1)
I assumed it was going off the "apple ID" but when I looked at the scriptable object, the ID was a
string :
I can't seem to figure it out. Sorry for being a hassle.