Is there any way to manually tell the dialogue controller to run a specific line from mod code? I am thinking something along the lines of:
Dialogue piece:
help1:"I need help to get this working"
help2:"Because there are too many different dialogue components"
helpnotfound:"Apparently I did this wrong"
Mod pseudocode snippet:
if (setValue == "ineedhelp")
runTrigger("help1");
else if (setValue == "toomanyoptions")
runTrigger("help2");
else
runTrigger("helpnotfound");
The idea is that my auto movement function mod will let dialogues specify a condition, and a line to jump to when that condition is met, this way someone could tell the mod to have her keep going deeper, then when it hits a certain point it could trigger a specific line from the dialogue.
So using my mod they could say start moving between main.g.currentPos().x == -0.2 and 0.2, increasing the maximum by 0.1 every 20 frames until main.g.currentPos().x == 0.8, then run the line labeled tooDeep.
Dialogue piece:
help1:"I need help to get this working"
help2:"Because there are too many different dialogue components"
helpnotfound:"Apparently I did this wrong"
Mod pseudocode snippet:
if (setValue == "ineedhelp")
runTrigger("help1");
else if (setValue == "toomanyoptions")
runTrigger("help2");
else
runTrigger("helpnotfound");
The idea is that my auto movement function mod will let dialogues specify a condition, and a line to jump to when that condition is met, this way someone could tell the mod to have her keep going deeper, then when it hits a certain point it could trigger a specific line from the dialogue.
So using my mod they could say start moving between main.g.currentPos().x == -0.2 and 0.2, increasing the maximum by 0.1 every 20 frames until main.g.currentPos().x == 0.8, then run the line labeled tooDeep.