Hello,
I am considering buying Dialogue System for Unity, because I wish to create a complex dialogue system in which the NPC will have attributes (qualities, defaults...) randomly determined by the system.
I wish to know if I can do that with Dialogue System for Unity. For that I have two questions:
1. Is it possible to add attributes to sentences? (for example: colloquial, formal, standard...)
2. Is it possible to define several possible answers from the NPC, that will depend on the combination of the sentence's attributes and the NPC's attributes? I wish to write a script that will determine which answer the NPC will do depending on his attributes and the attributes of the question.
Best,
Conditionned NPC reactions
Re: Conditionned NPC reactions
Hello,
Yes to both.
In the Dialogue System, sentences are called dialogue entries. You can specify Conditions on dialogue entries that can check Dialogue System variables, quest states, and more, including actor attributes (called fields). You can also register your own C# functions with the Dialogue System and check them in Conditions.
The Dialogue Editor's Template tab lets you add new custom fields to dialogue entries and actors (NPCs), too.
If that's not enough, you can also assign a C# function to the DialogueManager.IsDialogueEntryValid delegate.
However, Conditions alone should handle your needs. For example, let's say you define three dialogue entries:
Yes to both.
In the Dialogue System, sentences are called dialogue entries. You can specify Conditions on dialogue entries that can check Dialogue System variables, quest states, and more, including actor attributes (called fields). You can also register your own C# functions with the Dialogue System and check them in Conditions.
The Dialogue Editor's Template tab lets you add new custom fields to dialogue entries and actors (NPCs), too.
If that's not enough, you can also assign a C# function to the DialogueManager.IsDialogueEntryValid delegate.
However, Conditions alone should handle your needs. For example, let's say you define three dialogue entries:
- "Hey."
- "Hello."
- "Good day, sir."
- "Hey." (Condition: NPC is colloqiual)
- "Hello." (Condition: NPC is standard)
- "Good day, sir." (Condition: NPC is formal)
Re: Conditionned NPC reactions
Thanks a lot!
Then I'll buy it!
Then I'll buy it!
Re: Conditionned NPC reactions
Glad to help! If you have any questions or need an example scene, just let me know.