- Joined
- Jan 25, 2019
- Messages
- 6
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- First Language
- english
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So I wish to interact with an npc and have them display a one-time text statement of say:
TextA: "Hey you!"
And then have them jump into a conditional branch with an else statement. If the condition is achieved then generally I am going to apply a self-switch and have it jump to a different event page and set of events.
The problem is when I have the else statement apply. While it works for the initial interaction..... when you interact again and the condition isn't fulfilled it applies the same:
TextA: "Hey you!"
I basically want to set the TextA as an initial greeting that only plays one time, and never ever again. This can be done by creating a self-switch, but that is ridiculous to me given there are only 4 self-switches available alongside the amount of work of setting up another page and toggling between them for a simple operation. It just doesn't seem efficient to me, so I'm wondering if there is another way I'm not seeing? Or is there a plugin/addon to fix this problem so you can create more interactive/dynamic chats with npc?
For example if I wanted to make an npc say something different every-time i talked to them....how would you do that in an efficient and effective manner? I mean we could do 1 self-switch and 1 event page PER interaction.....and then switch over to normal switches once we fufill the 4 max....but that doesn't seem right to me given the sheer number of pages and busywork of sorting through them.
I know there's an addon for increasing self-switches, but this doesn't change the initial problem of the process being inefficient. And if the game is designed to avoid interactive conversations...it would give me an idea of how it will treat similar operations.
TextA: "Hey you!"
And then have them jump into a conditional branch with an else statement. If the condition is achieved then generally I am going to apply a self-switch and have it jump to a different event page and set of events.
The problem is when I have the else statement apply. While it works for the initial interaction..... when you interact again and the condition isn't fulfilled it applies the same:
TextA: "Hey you!"
I basically want to set the TextA as an initial greeting that only plays one time, and never ever again. This can be done by creating a self-switch, but that is ridiculous to me given there are only 4 self-switches available alongside the amount of work of setting up another page and toggling between them for a simple operation. It just doesn't seem efficient to me, so I'm wondering if there is another way I'm not seeing? Or is there a plugin/addon to fix this problem so you can create more interactive/dynamic chats with npc?
For example if I wanted to make an npc say something different every-time i talked to them....how would you do that in an efficient and effective manner? I mean we could do 1 self-switch and 1 event page PER interaction.....and then switch over to normal switches once we fufill the 4 max....but that doesn't seem right to me given the sheer number of pages and busywork of sorting through them.
I know there's an addon for increasing self-switches, but this doesn't change the initial problem of the process being inefficient. And if the game is designed to avoid interactive conversations...it would give me an idea of how it will treat similar operations.




