Up until now, when I have different dialog options which are controlled by variables or items, I have turned these options on/off by just making a new dialog, and then calling the appropriate dialog when they try to talk to the character.
But this is getting sort of awkward, because sometimes the option that I want to be available is nested within dialogs that are called from other dialogs....and since I can't do conditionals in the dialog script (to my knowledge), this would mean that I would have to duplicate copies of the entire dialoge tree and call the approprate "spawning" dialogue at the very beginning of the conversation even though most of the dialogues are the same.
So my question to you is...do I have to do it this way, or is there a more efficient way?Ã, Thanks
EDIT - if there were a way to turn a turn a specific dialog option on/off from outside of the dialog script, this would do the trick...does this exist?
But this is getting sort of awkward, because sometimes the option that I want to be available is nested within dialogs that are called from other dialogs....and since I can't do conditionals in the dialog script (to my knowledge), this would mean that I would have to duplicate copies of the entire dialoge tree and call the approprate "spawning" dialogue at the very beginning of the conversation even though most of the dialogues are the same.
So my question to you is...do I have to do it this way, or is there a more efficient way?Ã, Thanks
EDIT - if there were a way to turn a turn a specific dialog option on/off from outside of the dialog script, this would do the trick...does this exist?