So, I would like for the npc to leave the room after a certain dialogue option is selected. I really wish the dialogue scripts allowed for regular ags scripts as well. Anyways, right now the npc disappears as soon as the dialogue is run, leaving the player talking to an empty room. Here is my script:
Code: ags
Sooo of course ags does not like that I put the eBlock in with the dialogue start, so I also tried with the walking command, but the character still changes rooms before the player can finish the dialogue.
I'm sure there's a simple solution and I'm just not thinking about it correctly/ misunderstood something within the tutorial/manual (I'm using 3.4.0). Help would be appreciated!
function cMarleen_Talk()
{
if (player.HasInventory (iSkull))
{
dDialog3.Start (eBlock);
cMarleen.Walk (716, 388, eBlock);
cMarleen.ChangeRoom(7);
}
else dDialog1.Start ();
}
Sooo of course ags does not like that I put the eBlock in with the dialogue start, so I also tried with the walking command, but the character still changes rooms before the player can finish the dialogue.
I'm sure there's a simple solution and I'm just not thinking about it correctly/ misunderstood something within the tutorial/manual (I'm using 3.4.0). Help would be appreciated!