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DialogueHistory.md

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Dialogue History

ℹ️ Soon

Key principles and concepts

Diagram class

Conditions

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)

Structure

Savegame.LevelName.DialogueSequenceName.OwnerName.DialogueResultName.PropertyName

Possible values
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
Possible combinations
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

Tricky combinations

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