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run_dialog


Kelandon

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Does anyone else think this is kind of wacky? In order to set the response options for dialogues using add_dialog_choice, we refer to numbers 0-2, but in the number we get back from run_dialog we get 1-3. That is, if we say add_dialog_choice(0,"Yes") and the player chooses it, then run_dialog gives us back 1. Likewise, for add_dialog_choice(1,"No"), we'd get back 2, and for the third, it's 2 and 3.

 

I didn't actually believe this was how it worked until I looked at ASR's t2 town script, state 13. Should this be changed for the next version of BoA?

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