Playing conversations one after another based on different variables
Posted: Sat May 15, 2021 11:27 am
Hi Tony!
I thought I would check in here real quick before I set this up and possibly muck everything up
I have a series of conversations that are sort of like, event indicators. Such that when the player goes back to the main map scene, if the variables that indicate an event is ready are all true, a short conversation will run with whichever NPC the event is about popping up to say they need to talk to them/ask something. (for example, once you reach a certain friendship level with someone, they'll pop up and say they want to talk with you).
I'm not sure the best method to work this. My first guess would be to create many different system dialogue triggers on the main map scene, each with a different set of variable conditions set for On Start. But I have a feeling that will take a lot of loading time/cause some issues with it running through all the options. Is there a more streamlined option for this?
Thank you! <3
I thought I would check in here real quick before I set this up and possibly muck everything up
I have a series of conversations that are sort of like, event indicators. Such that when the player goes back to the main map scene, if the variables that indicate an event is ready are all true, a short conversation will run with whichever NPC the event is about popping up to say they need to talk to them/ask something. (for example, once you reach a certain friendship level with someone, they'll pop up and say they want to talk with you).
I'm not sure the best method to work this. My first guess would be to create many different system dialogue triggers on the main map scene, each with a different set of variable conditions set for On Start. But I have a feeling that will take a lot of loading time/cause some issues with it running through all the options. Is there a more streamlined option for this?
Thank you! <3