Here we go!
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Show posts Menubool _checkAvailableOptions(Dialog* myDialog)
{
for(int i = 1; i <= myDialog.OptionCount; i++)
{
if(myDialog.GetOptionState(i) == true) return true;
}
return false;
}
@S // Dialog startup entry point
if(!haveTalkedTo) return dAnotherDialog.ID;
return
@S // Dialog startup entry point
haveTalkedTo = true;
return
@1
dAnotherDialog.SetOptionState(1, eOptionOffForever); //both lines are present in every option
if(dAnotherDialog.OptionCount == 0) return dMainDialog.ID;
return
@S // Dialog startup entry point
if(!haveTalkedTo) dAnotherDialog.Start();
return
function cLei_Interact()
{
if(condition) blablabla
[...]
else dLei.Start(); //walk, look at are inside dialogue script, but for the frist time you should jump to another dialogue from the entry point of this
}
@S // Dialog startup entry point
player.Walk(cLei.x - 26, cLei.y, 1);
player.FaceDirection(eDirectionDownRight);
if(!diagLei) dLeiInizio1.Start();
return
[...]
@2
player:blablabla...
dThisDialogue.SetOptionState(2, eOptionOffForever);
if(dThisDialogue.OptionCount == 0) dAnotherDialogue.Start();
return
[...]
[...]
@6
_generateNumber();
if(number == 1) dDialogue1.Start;
else if(number == 2) dDialogue2.Start();
else if(number == 3) dDialogue3.Start();
else if(number == 4) dDialogue4.Start();
[...]
return
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