To start, I want to use ZDSF to program an innkeeper. Here is what I have so far...
Spoiler:The problem is that once I move off page 1, I can only seem to move back by choice blocks (iow, the link =1; doesn't work). How do I fix this?
Spoiler:The problem is that once I move off page 1, I can only seem to move back by choice blocks (iow, the link =1; doesn't work). How do I fix this?
Passively there isn't a real way to reset a dialog back to a starting point when the player closes a conversation. I suppose you could use [wiki]Thing_SetConversation[/wiki] and the id property of a conversation block and then have ACS force it back. This would rely on the dialogs pausing the game though which may not be ideal if you intend multiplayer support.cypherphage wrote:The problem is that once I move off page 1, I can only seem to move back by choice blocks (iow, the link =1; doesn't work). How do I fix this?
The link property is used in tandem with an ifitem block; it's like the USDF/ZSDF equivalent of A_JumpIfInventory.cypherphage wrote:(iow, the link =1; doesn't work)
Code: Select all
...
page //1
{
name = "Narrator";
link = 2;
dialog = "Our story beginth long ago...";
}
page //2
{
name = "Narrator";
link = 3;
dialog = "When evil bad things dost happenedth...";
}
Code: Select all
...
page //1
{
name = "Healing Cleric Dude";
giveitem = "healingItem"
dialog = "Let thine wounds be made mendethed.";
}
One significant reason: The state of a menu is not part of the gamestate. As long as the underlying dialogue provider is the menu system, it is unlikely that escaping the menu (bye) is going to be detectable from within the game.cypherphage wrote:Why isn't this basic process control available?