Multiple stat conditions with multiple menu texts, all in one button.
Posted: Tue Oct 19, 2021 10:20 pm
Hi there,
I have a fairly complex situation I can't figure out...
I'm setting up an item "on click" conversation. It's a bed, and it'll have three options:
- Sleep
- Playing the guitar
- Exit
What I want is that if the conditions for an option aren't met, it should mark the menu entry as invalid, using its assigned Em tag and setting the button to non-interactable.
But... I also want the menu text being different when invalid, and that's the tricky part.
The Sleep option was easy. As I only want it to check if it's the evening or not, I just needed do this...:
...and set up the same conditional, setting the valid one to not show when invalid:
...and they're evaluated in that order. All good.
The problem that I have is with the other option...
Let's say that I have an... ahem, 'Guitar Skills' stat, and an "Inspiration" stat. Now, I want that if the character doesn't have enough guitar skills, the menu text in that option is "??? (not enough skill)".
And later on, when she reaches the required skill, another check is made to see if she has enough Inspiration points, to actually play. And if she doesn't, the menu text would turn into "Play the guitar (not enough inspiration), and also be shown as invalid.
Only if both stat requirements are met, the menu text "Play the guitar" should be shown as a valid button to press.
So, I tried doing the same as before, putting the Guitar Skills check on the top, then the Inspiration check next, and finally the valid option that should appear only when both stats are enough.
The problem is, even if the Guitar Skill check is done at first, the Inspiration check overwrites the Guitar Skill, which should always take precedence because I want to keep a secret the... instrument she's gonna play until she has the skill.
So, I went and inverted both skill check nodes, so the Guitar Skills are the second. But now I have the issue that if she has enough skill, but NOT enough inspiration, the third valid option is not shown, and the second one "??? (not enough skill)" is shown as a valid button to press.
And that's my roadblock...: I'm adding nodes that I ONLY want to show up when they're invalid.
Or in other words: I'd need the opposite to the field 'Show Invalid'. That is, a 'Show Valid' field I could set to false in those <put here what you would have needed> menu text entries.
Is what I want to do so complex that I indeed would need that field? Or this could be done in another way? I'm really confused...
I have a fairly complex situation I can't figure out...
I'm setting up an item "on click" conversation. It's a bed, and it'll have three options:
- Sleep
- Playing the guitar
- Exit
What I want is that if the conditions for an option aren't met, it should mark the menu entry as invalid, using its assigned Em tag and setting the button to non-interactable.
But... I also want the menu text being different when invalid, and that's the tricky part.
The Sleep option was easy. As I only want it to check if it's the evening or not, I just needed do this...:
...and set up the same conditional, setting the valid one to not show when invalid:
...and they're evaluated in that order. All good.
The problem that I have is with the other option...
Let's say that I have an... ahem, 'Guitar Skills' stat, and an "Inspiration" stat. Now, I want that if the character doesn't have enough guitar skills, the menu text in that option is "??? (not enough skill)".
And later on, when she reaches the required skill, another check is made to see if she has enough Inspiration points, to actually play. And if she doesn't, the menu text would turn into "Play the guitar (not enough inspiration), and also be shown as invalid.
Only if both stat requirements are met, the menu text "Play the guitar" should be shown as a valid button to press.
So, I tried doing the same as before, putting the Guitar Skills check on the top, then the Inspiration check next, and finally the valid option that should appear only when both stats are enough.
The problem is, even if the Guitar Skill check is done at first, the Inspiration check overwrites the Guitar Skill, which should always take precedence because I want to keep a secret the... instrument she's gonna play until she has the skill.
So, I went and inverted both skill check nodes, so the Guitar Skills are the second. But now I have the issue that if she has enough skill, but NOT enough inspiration, the third valid option is not shown, and the second one "??? (not enough skill)" is shown as a valid button to press.
And that's my roadblock...: I'm adding nodes that I ONLY want to show up when they're invalid.
Or in other words: I'd need the opposite to the field 'Show Invalid'. That is, a 'Show Valid' field I could set to false in those <put here what you would have needed> menu text entries.
Is what I want to do so complex that I indeed would need that field? Or this could be done in another way? I'm really confused...