The truth is, that I don't want to rewrite the whole dialog code. It uses some assumptions, for example dialog ID = character ID, for the speech bubble to be placed correctly, and so on. It could be done, but the game is not really based on long conversations, so this is the easier way right now. Btw, I have another question, maybe you have an idea, in the same topic:
how can I stop the dialog in an if statement? basically I want to do this, which doesn't work of course, but you get the idea:
e.g.:
Code: ags
So can I replace stop and return with some real ags code, not "dialog code"?
how can I stop the dialog in an if statement? basically I want to do this, which doesn't work of course, but you get the idea:
e.g.:
@1 //this is the quit option, but I want to use it as a return to previous topic also
if (Somecondition==true)
{
player.SayCust("I want to ask a few more things";
dialog[11].SetOptionState(3, eOptionOn);
dialog[11].SetOptionState(9, eOptionOff);
return
}
else
{
player.SayCust("Good bye.";
stop
}
So can I replace stop and return with some real ags code, not "dialog code"?