ℹ️ Soon
To create a condition in any sentence def, we can use DialogueHistory like so:
- if
None.LevelName.DialogueSequence#1.OwnerName.DialogueResult#2.RealEarnedPoint
> 0 &&LevelName.DialogueSequence#1.OwnerName.DialogueResult#2.PointType
== FPointType.CNV - if
None.None.None.None.DialogueResult#2.RealEarnedPoint
> 0 ==> means the dialogue block in the same dialogue sequence own by the same NPC in the same level in the same savegame. - if
None.None.None.AnotherOwner.DialogueResult#2.RealEarnedPoint
> 0 ==> means the dialogue block in the same dialogue sequence own by an another NPC in the same level. - if
None.None.None.*.DialogueResult#2.RealEarnedPoint
> 0 ==> means the total of RealEarned points from all same dialogue blocks in the same dialogue sequence own by any NPC in the same level. - if
None.*.None.NPCOwner.DialogueResult#2.RealEarnedPoint
> 0 ==> means in the same save game in every DialogueHistory (means in every level, at any session)
Savegame.LevelName.DialogueSequenceName.OwnerName.DialogueResultName.PropertyName
Savegame | LevelName | DialogueSequenceName | OwnerName | DialogueResultName | PropertyName |
---|---|---|---|---|---|
- None for the current- * for all save games |
- None for the current- * for all Levels- AName for a specific level name |
- None for the current- * for all Levels- AName for a Dialogue sequence name |
- None for the current NPC- * for any NPC- AName for a specific NPC |
- * for all blocks- AName for a specific block |
NormalizedPoint PointType RealEarnedPoint SentencePosition |
Meaning | Savegame | LevelName | DialogueSequenceName | OwnerName | DialogueResultName | PropertyName |
---|---|---|---|---|---|---|
filter the sentence at position given by SentencePosition comparison in the block AName in the current DialogueSequence |
None | None | None | None | AName | SentencePosition |
get all points earned in the current DialogueSequence | None | None | None | None | * | RealEarnedPoint |
get all points earned in the same DialogueSequence but own by NPC Jack | None | None | None | Jack | * | RealEarnedPoint |
get points earned in the sequence Sequence#2 with NPC Marcel during the same level session | None | None | Sequence#2 | Marcel | * | RealEarnedPoint |
filter the sentence position in the block block#1 in the sequence Sequence#2 with NPC Marcel during the same level session | None | None | Sequence#2 | Marcel | block#1 | SentencePosition |
get the sentence position in the block block#1 in the sequence Sequence#2 with NPC Marcel in any level (in case Marcel exists in different level) | None | * | Sequence#2 | Marcel | block#1 | SentencePosition |
get the sentence position in the block block#1 in the sequence Sequence#2 with NPC Marcel in the current level but in any savegame | * | None | Sequence#2 | Marcel | block#1 | NormalizedPoint |
Why | Savegame | LevelName | DialogueSequenceName | OwnerName | DialogueResultName | PropertyName |
---|---|---|---|---|---|---|
Alone, this can't be usefull, it will compare every sentence position in any dialogue blocks... maybe to ckecks if player as a lack of creativity... | -- | -- | -- | -- | * | SentencePosition |
can be usefull to ckecks if player respond everytime the same response, eg. checks his consitency... | -- | * | -- | -- | AName | SentencePosition |
dito | * | -- | -- | -- | AName | SentencePosition |