Incorporating Participant Variables #13
DrewdoesGames
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@DrewdoesGames I think there is possible solution. If Dialogue system would come with those, would it help? Instead of passing the logic on Decorators, keeping the "allowed to proceed" logic in the connector? |
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I understand that it works fine using decorators but if the system itself had a built in "if, then" node it would be much easier to program longer branching trees. Maybe I'm still newb but right now the way I work it is a Decorator that will check the "if" and set a boolean to true / false and then a second and third decorator (for the answers) that will read that boolean. And I have to make a "true decorator" and a "false decorator" so that I can employ the "not" onto the boolean so that "if this one is meant to be true based on the first check then this one is meant to be false" can work and contain the answers to only the ones I want.
If I'm doing this the wrong way please teach me. But still think a built in logic check node would be HUGE to this project. Especially if that node allowed you to select answers based off of the boolean true/false
But spamming decorators kind of clutters the decorator selection over time (my game has over a hundred NPCs that I'm currently building dialogue on and more than a dozen skills and other things that get checked throughout) Some NPCs check skills at Level 35, 55, 95, etc. and so I can't use a singular decorator to represent one without affecting the others, thus requiring me to use multiple decorators to check one skill at varying levels. And then I have to include the "if it's below this (and boolean is false) then show this using a "not" boolean" so essentially creating 3 decorators per check just to get a single result.
Maybe it's not possible, because of how the system works independently from the participant, to make the participant variables public to the tree it is attached too, but a man can dream.
Again: If I'm missing something please teach me. I've just started this a week ago and would like to know before I get too far :)
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