by amv2k9 » Tue Dec 11, 2018 5:03 pm
ZSDF's paired 'link' parameter and 'ifitem' block function like A_JumpIfInventory. Problem is, you get one use of them per page, and if you're intending to make more intricate conversations, that gets really complicated really fast. So, the ability to set additional instances of these paired parameters is suggested.
Code: Select all
conversation
{
actor = "Peasant1";
page
{
name = "Peasant";
dialog = "Blah.";
link1 = 2;
ifitem1
{
item = "Thing1";
}
link2 = 3;
ifitem2
{
item = "Thing2";
}
link3 = 4;
ifitem3
{
item = "Thing3";
}
While this on it's own would be helpful enough, some additional parameters are suggested for the 'ifitemX' block:
Amount: Works the same way it does in a cost block; jumps if the player has at least as much as this value. Unless the following is set.
ExactAmount: A bool. If set to 'true', only jumps if the player has exactly as much of the item specified in 'amount'. If this parameter is 'false' or unspecified, 'amount' works as it normally does.
ZSDF's paired 'link' parameter and 'ifitem' block function like A_JumpIfInventory. Problem is, you get one use of them per page, and if you're intending to make more intricate conversations, that gets really complicated really fast. So, the ability to set additional instances of these paired parameters is suggested.[code]
conversation
{
actor = "Peasant1";
page
{
name = "Peasant";
dialog = "Blah.";
link1 = 2;
ifitem1
{
item = "Thing1";
}
link2 = 3;
ifitem2
{
item = "Thing2";
}
link3 = 4;
ifitem3
{
item = "Thing3";
}[/code]While this on it's own would be helpful enough, some additional parameters are suggested for the 'ifitemX' block:
[b]Amount:[/b] Works the same way it does in a cost block; jumps if the player has at least as much as this value. Unless the following is set.
[b]ExactAmount:[/b] A bool. If set to 'true', only jumps if the player has exactly as much of the item specified in 'amount'. If this parameter is 'false' or unspecified, 'amount' works as it normally does.