EE games provide additional flags that can be used in dialog transitions. WeiDU allows you to set these flags by the FLAGS feature. But currently it is only possible to specify a single literal number as argument.
Since these flags correspond to individual bits, it would be helpful to use one or more of the predefined BITx constants (or maybe a mix of numbers and variables), as outlined in the example below.
Example:
IF ~~ Test
SAY ~Statement...~
++ ~Reply 1~ DO ~SetGlobal("x","GLOBAL",1)~ FLAGS 512 + Test1 // Allowed
++ ~Reply 2~ DO ~SetGlobal("x","GLOBAL",1)~ FLAGS BIT9 + Test2 // NOT allowed
++ ~Reply 3~ DO ~SetGlobal("x","GLOBAL",1)~ FLAGS (BIT9+BIT10) + Test3 // Also NOT allowed
END
Alternatively, adding new keywords for the flags "Execute immediate" (bit9) and "Clear actions" (bit 10) might be a solution.
EE games provide additional flags that can be used in dialog transitions. WeiDU allows you to set these flags by the
FLAGS
feature. But currently it is only possible to specify a single literal number as argument.Since these flags correspond to individual bits, it would be helpful to use one or more of the predefined BITx constants (or maybe a mix of numbers and variables), as outlined in the example below.
Example:
Alternatively, adding new keywords for the flags "Execute immediate" (bit9) and "Clear actions" (bit 10) might be a solution.