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Decision/consequences System - Stat Question

Posted: Thu May 07, 2020 7:42 am
by Tribun
Hi,

I have difficulties with my dialogues in my project. While looking for help, I came across the Pixel Crusher Dialouge System, which can possibly save me a lot of work:
1.)
Is it possible for dialogues and player decisions to be remembered by the game/Dialouge System from Pixel Crushers?
In other words, if I have 2 different scenes where i can choose in Scene 1 between the colors red and blue (I choose blue) does the Dialouge system remembers this decision so that a Person can ask me, why i took the color blue and not the red color? (So maybe that i cant talk to the person anymore because of my descision) Its kind a Decision/consequences System.

2.) In many games you can only choose an answer option if you have the right object or a stat is high enough (e.g. intelligence / strength must be 5 to select this option)
Is this also possible with the System?

I hope my questions come across properly ... :D

Thanks for the time and help!

Re: Decision/consequences System - Stat Question

Posted: Thu May 07, 2020 7:53 am
by Tony Li
Hi,

Yes, both are commonly done in the Dialogue System.

The easiest way to remember player decisions is to use Dialogue System variables. See the Conversation Conditions tutorial. Variable values survive scene changes.

You will use a similar process to check player stats except, instead of using a variable, you will use a Lua function to check the stat. (see Registering Lua Functions.) This assumes your stats are not stored in the Dialogue System. Some games actually store the stat values in Dialogue System variables, which makes this work exactly like #1. But most games use a separate stat system and then use Lua functions to allow the Dialogue System to access the separate stat system.