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v0.1.3
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Version v0.1.3
Bug Fixes:
Accept node some times failes to be created
Fix bug that always put accept quest node in middle upon creation and moves a random node on cursor
Version v0.1.2
Bug Fixes:
Force extensions when exporting
Links towards AcceptQuestNodes where omitted during export
Empty outputs should no longer cause problems in game
Features:
Change extension of export file from .puru to .epuru to avoid confusion when refering to the tool vs engine files
Version v0.1.1
Bug Fixes:
Added back missing colors on nodes header
Can connect output of Accept Quest Node
Version v0.1.0
Features:
Supported Nodes:
Entry Node: The root for each character per act (file)
Act Node: Here you can define conversation between the main character and an NPC
Fork Node: A logic node that will make you go through one of it's output once and all the subsequent times you will go to the second one
Set Variable Node: Use this node to setup integer or boolean variable
Branch Node: Enables to select behaviour base on values of specific variables
Dialogue Node: Give a specified number of choice to the player that lead to different options
Dice Node: Every time we go through that node a random output will be selected
Accept Quest Node: Going through this signifies that quest has been accepeted. It also lets you define details about the quest and it's objectives
Return Quest Node: Can be used to signify a quest as Succeed or Failed
Objective Node: Can be used to signify an objective as Succeed or Failed
Comment Node: Can be used to give a human friendly name to a region (group of nodes). [Ignored during export]
Game specific nodes:
FlavorMatch: Checks wether the NPC's and the main character flavors are the same
FlavorCheck: Checks either the main Character or NPC for a specific flavor
Known bugs:
When you have a very big tree and you zoom out a lot, the graphics get broken
Cannot remove dialogue options
Empty outputs will result in bugs in game
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