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Integration with Love/Hate

Posted: Mon Jan 30, 2023 11:16 am
by haavard
Hi,

I have a problem - when during a conversation, I'm using ReportDeed (like ReportDeed("Player", "Pink Girl", "Steal")), and then later in the conversation use a condition to check Affinity with GetAffinity (like this: GetAffinity("Pink Girl", "Player") < 0), then I can see that the system does not check against the updated Affinity, but the old value. The new value is correctly displayed in the UI, but not when checking the Condition.

Is there a solution to this?

(As a note: if I press Save button in the Example project after ReportDeed, but before GetAffinity in the Conversation, the condition works as it should).

Re: Integration with Love/Hate

Posted: Mon Jan 30, 2023 11:43 am
by Tony Li
Hi,

Are the Conditions checked immediate after ReportDeed(). If so, it might be this:

Conversations Evaluate Conditions One Extra Level Ahead

If so, you may need to add an empty node to separate them,

Re: Integration with Love/Hate

Posted: Mon Jan 30, 2023 1:08 pm
by haavard
Yes, that solved it - thank you very much for the quick reply.

Re: Integration with Love/Hate

Posted: Mon Jan 30, 2023 1:18 pm
by Tony Li
Glad to help!