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Conditionals in MultiSay


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#1 Bardan the Slayer

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Posted 22 August 2003 - 01:55 PM

Hey there. I noticed in the WeiDU readme that conditionals inside chains are possible, and I've got them to work on a few things I've done. From the readme :

    == IMOEN2J  IF ~!PartyHasItem("pepperoni")~ THEN
      ~I can't decide. Never mind, I'm just gonna have yogurt.~
    == BJKLSY IF ~!PartyHasItem("pepperoni")~ THEN
      ~(sigh)~
EXIT

I just wanted to know, is the same thing possible in a multisay? I mean, let's say I wanted a character to talk about wings. Would it be possible to do something in one multisay that would lead to the following dialog :

Foo : Hmm ... I like wings.
Foo : They remind me of chicken
Foo (but only if Aerie is in the party): Did you have wings like a chicken Aerie?
Foo : I like chickens too.

Ta

#2 Grim Squeaker

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Posted 22 August 2003 - 01:57 PM

I don't think so. But why don't you just write the dialogue as a CHAIN with only one person?
"You alone can make my song take flight..."

#3 Bardan the Slayer

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Posted 22 August 2003 - 02:00 PM

I don't think so. But why don't you just write the dialogue as a CHAIN with only one person?

Purely out of abject laziness because having the chains at the end of the .d file always offends my sense of aesthetics ;)

Seriously, that was exactly my solution. I just wondered if I was missing something easier, as I frequently do :)

#4 Grim Squeaker

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Posted 22 August 2003 - 02:02 PM

Sometimes when I have a lot of CHAINs in a file then I have a copy of the CHAIN as a comment in the 'correct place' in the dialogues. Makes it easier to remember what the hell I was doing when I come back to it.
"You alone can make my song take flight..."

#5 Bardan the Slayer

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Posted 22 August 2003 - 02:12 PM

Ah, good idea, and one my badly-organised mind would never have come up with.

Thanks :)