This class could benefit more choices for whether the condition has been met or not.
For example, let's admit, I want a npc to tell me something "A" if I don't have a key, and tell me something else "B" If I have the key.
The action list would look like this :
- Action Check Var :
[has_key] equals to [true]
if condition is met [continue]
else [skip to action 4]
- Play Speech : "A"
- Action Check Var : // <-- prison check technique Action 2 is jailed.
[has_key] equals to [true]
if condition is met [stop]
else [continue] // <-- this doesn't really matter anyway - Play Speech "B"
See all the troubles I need to go through in order to make a simple if/else dialogue? In my opinion, there aren't enough choices available on the ActionCheck (continue/stop/skip) class. Either add new options such as "Run ActionList", or provide the logic operations on the hotspot itself instead of inside the Action List.
Regards
Comments
Thanks for the explanation. You can set the "After running" field in Action 2 to "Stop" - no need for an interim Action.