Hello. How are you today?
"Fine, thanks."
Good to hear!
[smile]
"Not very good."
[frown]
What is wrong?
"Don't worry about it."
"Non of your concern. Back off, moron!"
No need for hostilities.
[walk away]
[add person to ignore list]
"None of your business, bug-face."
I'll show you who's a bug face..
[equip a weapon]
[target person]
Something like that is what I'm looking for. The thing is, I'm not sure how I'd do something without extremely messy procedures and lists. I'm looking for a nice and neat way to execute this idea. Any thoughts welcome (relating to this topic, that is!).
~>Volte
- What the player says when choosing this node
- What the NPC says in response
- A player proc to run (with tags nested inside this, specifying further options such as stuff to pass to the proc)
- An NPC proc to run (ditto)
- Further dialogue node tags
Obviously some of those would be optional, like the proc running.
It'd be best if you allowed multiple types of each of those tags to be placed directly inside one dialogue node tag; for example, you might want the NPC to say multiple lines of dialogue at once, or run multiple procs.