Help with Dialogue System from asset store.
Posted: Sat Mar 09, 2019 4:36 am
Hello, I'm currently working on building a 2D RPG and need some help with working with the "Dialogue System" asset by PixelCrushers.
Right now I'm trying to make it so whenever a conversation starts, my player's stats (strength, intelligence, etc.) are synced with the dialogue database in the form of variables. I want to do this so that I can change the flow of conversations based on my players current stats.
At first I thought I could use the "onExecute" section (inspecting the first dialogue entry in a conversation tree) to run a public method from StatsManager that manipulates the variables in the database to reflect what my player's stats are at the point that the conversation started. I guess I don't undersNox VidMate Mobdro
tand how the "onExecute" section works since when I tried dragging my StatsManager.cs Another thing, I tried looking at PixelCrusher's documentation to figure how to do manipulation of variables in the dialogue database and got kinda lost in it all. Any help on how to do that as well would be appreciated.
Right now I'm trying to make it so whenever a conversation starts, my player's stats (strength, intelligence, etc.) are synced with the dialogue database in the form of variables. I want to do this so that I can change the flow of conversations based on my players current stats.
At first I thought I could use the "onExecute" section (inspecting the first dialogue entry in a conversation tree) to run a public method from StatsManager that manipulates the variables in the database to reflect what my player's stats are at the point that the conversation started. I guess I don't undersNox VidMate Mobdro
tand how the "onExecute" section works since when I tried dragging my StatsManager.cs Another thing, I tried looking at PixelCrusher's documentation to figure how to do manipulation of variables in the dialogue database and got kinda lost in it all. Any help on how to do that as well would be appreciated.