I am using Yarn 2 together with the dialogue system, and I'm trying to create a workflow for adding dialogue to our RPG.
Am trying to structure each character's start node to basically handle the branching depending on where in the story one is at the time of starting the conversation, like so.. :
Code: Select all
title: Test1_NodeStart
tags: starting_point, dev, test
position: 51,-247
---
<<if not visited("Test1_Node1")>>
<<jump Test1_Node1>>
<<elseif not visited("Test1_Node2")>>
<<jump Test1_Node2>>
<<endif>>
===
title: Test1_Node1
tags: dev, test
position: -75,-95
---
NPC: What's this?
PC: This is some test dialogue!
NPC: Seems really cool!
NPC: And I can say stuff twice in a row!
PC: Just because you can, doesn't mean you should..
NPC: Rude!
===
title: Test1_Node2
tags: dev, test
position: 225,-104
---
NPC: So what's with this place anyway?
PC: This is a sandbox
....
Looked into overriding the OnConversationEnd() method but the default visited node uses the LastConversationStarted,
Code: Select all
var conversationName = DialogueManager.instance.LastConversationStarted;
Am still in the testing phase, and am looking into how to structure the project, (and maybe I'm thinking about this all wrong), but would ideally like to control which dialogue to run from within the yarn file if possible.
Thanks for an awesome tool.
/MaxJ