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Learning Avernumscript


BlackRose
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Hi, I'm Jen, and for the last two weeks I've been reading the manual and appendix, and experimenting with the editor. I've slowly been figuring out what I'm doing. There is one thing I can't seem to find the call for though.

 

When scripting dialog nodes, I can hide and bring back NPC responses (text1, text8, etc.) , but I have yet to find a call that hides a question.

 

Say I have a series of nodes like this:

 

begintalknode 1;

state = -1;

nextstate = 1;

question = "Do you have any information?";

text1 = "John glares and says, _I don't like strangers! Go away!_";

 

begintalknode 2;

state = 1;

nexstate = -1;

question = "Fine, I'll leave!";

text1 = "Good riddance!";

code = end();

break;

 

begintalknode 3;

state = 1;

nextstate = 2;

question = "Joe sent me."

text1 = "_Joe you say? Well, in that case, what do you want to know?_"

 

How do I hide the question in node 3 so that it doesn't appear in state 1 until SDF 1,1 (talked to Joe) has been set to 1? I'm sure there's a call for it. I've seen Jeff do it in his games and I've seen others do it in their scenarios. I just can't find it. Sorry if it sounds like a newb-type opening question, but...well, I am a newb!

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You're looking for the condition parameter. Node 3 should look more like this:

 

begintalknode 3;

state = 1;

nextstate = 2;

condition = get_flag(joe'sflag);

question = "Joe sent me."

text1 = "_Joe you say? Well, in that case, what do you want to know?_"

 

Basically anything that can be crammed into an if conditional can be crammed into a dialogue conditional.

 

That said, congratulations on your designing ambitions.

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