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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.