Dialogue Branching
If you create a fork in the graph, it's evaluation depends whether the preceeding Character is defined as player:
- TRUE: A choice menu would be displayed
- FALSE: The branch will be picked automatically based on algorithm:
- Filter out branches which does not meet precondition(s) if present
- Across remaining branches pick the lowest value of Order property, store it into X variable
- Filter out branches which Order is not X
- Random choice from remaining branches
There are two main situations when you might want multiple line nodes from NPC character:
- Adding some variation. For example, to create random ambient dialogues between NPCs passing-by.
- Enabling/disabling some dialogue options based on preconditions.
For example, if player was supposed to bring the barrel, NPC can say:
- Where is my barrel ?
- Great, put the barrel in the corner.