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I can get this working, almost. Question, how do I send in variables? #1
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I can't get any type of variable/condition working out of the box with DD and this tool. I must be missing something. So I overrode the evaluation method but I had to based on very simple variables in DD and I'm not checking for string. Just int and bool In DD I only use two options: So this doesn't work for anything else like greater then or less then or not equal
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Thank you so much this saved me hours of work! |
I iterated further on @FMastro's code so that you can now set values within Dialogue Designer and parse them into your game. This allows you to have values set within the dialogue json instead of needing to set them externally. Here's how:
Email me if you have questions, I know how confusing all of this can be when you first get started. At first, I didnt even realize FMastro was using a dictionary! Yeesh! -Philip |
My Dialogue Tree starts with a condition check "Round=1" in the first node. It's also part of the variable database in the dialogue.
Edith.json.txt
In code I have..
_dp.IntVariables["Round"] = 1;
but doesn't seem to have any affect on the conversation. Thoughts?
Update: Seems to not work with any variables. I tried a boolean. In the DD I put "firsttime" then I tried "firsttime=True" and "firsttime==True" and with lower case "true"
I also looked into the OnEvaulateCondition override but it doesn't tell me if it's a boolean, int or string. So I don't know what dictionary to look in. Would be nice if the sender somehow mentioned that. I checked the currentNode too and it just says it's a condition node but doesn't tell you what type. then I could make it myself. For now I'll have to just keep unique keys and search each dict to find the key. I'll try that since I can't get this to evaluate at all anything I put in.
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