Open learnedhoof opened 8 years ago
I suspect I will make this partially programmatic- I'll let various triggers and other in-game happenings dispatch "events", which can be caught by other things. for instance, if NPC3 hears the "got-macguffin" event from some other dialogue tree, they can update their own tree to match.
example: a dialogue option that can result in the player being moved/teleported similar to a door
goal here is to support the run away/flee option in the combat session
would be helpful to have dialogue tree be able to cause "triggers" to fire.
example: a dialogue option that can result in the player being moved/teleported similar to a door example: a dialogue that changes the dialogue state for a DIFFERENT entity than the one currently talking