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gamedev:deigde:editors:conversation:conditions

Conversation Conditions provide support to evaluate composed conditions for branching actions. Conditions return either true or false.

The following list describes the available conditions.

Actor Command Condition

Sends a string command to the actor specified by either index, Unique Name or Alias Name and using the returned result as condition result. This is a multi-tool for game developers to query game specific behaviour on actors. The scripting language scripts will deliver the string command as an array or list of strings the actor scripts can parse. The script then return either true or false in response.

Actor In Conversation Condition

Checks if an actor identified by Unique Name is current part of a conversation, this one or another. This condition is useful to check if an actor can be added to a conversation or not. An example use is with the Wait Action to wait with adding an actor until he is not locked in a conversation.

Actor Parameter Condition

Compares a value against an Actor Parameter in a conversation actor. Actor parameters are named integer parameters conversation actors store in the game scripts. The game scripts define the meaning of actor parameters. This allows conversation scripts to alter behaviour of actors beyond finishing playing back by means of altering integer parameters. The actor is identified by index, Unique Name or Alias Name. The Operator defines how the parameter is checked against the specified Test Value. The following operators are supported.

  • Equal: Evaluates to true if the parameter value is equal to the test value.
  • Not Equal: Evaluates to true if the parameter value is not equal to the test value.
  • Less: Evaluates to true if the parameter value is less than the test value.
  • Less Equal: Evaluates true if the parameter value is less than or equal to the test value.
  • Greater: Evaluates to true if the parameter value is greater than the test value.
  • Greater Equal: Evaluates to true if the parameter value is greater or equal to the test value.

If the parameter has never been accessed before 0 is assumed as the value to use for comparing.

Game Command Condition

Sends a string command to the conversation playback object using the return value as condition result. This is a multi-tool for game developers to check game specific behaviour on the entire game. The scripting language scripts will deliver the string command as an array or list of strings the conversation playback can parse. The script then return either true or false in response.

Has Actor Condition

Checks if an actor identified by Unique Name is part of this conversation. This condition is useful to play back certain conversation parts only if an actor is present.

Logic Condition

Evaluates a list of conditions using the logic comparison of their results as condition result. The Operator defines the logic operator to use to combine the results. Supported are the following operators:

  • None: Evaluates to true if none of the conditions evaluate to true. If there are no conditions evaluates to true.
  • Any: Evaluates to true if one or more conditions evaluate to true. If there are no conditions evaluates to false.
  • All: Evaluates to true if all conditions evaluate to true. If there are no conditions evaluates to false.

Trigger Condition

Checks the state of a Game Trigger. Game triggers are managed by the game scripts. Using the trigger action a conversation script can trigger game events like Trigger Elements inside a world (for example a touch sensor). The trigger is identified by the Target Name. The Test Mode defines how the trigger state is tested. The trigger can be Fired, Reset, Pulsed and Full Reset. Triggers have two states: Fired and Ever Fired. The fired state indicates if the trigger is in the fired stated right now. The ever fired state indicates if the trigger has ever been fired in his lifetime. The following test modes are supported:

  • Fired: Evaluates to true if the trigger is in the fired state.
  • Not Fired: Evaluates to true if the trigger is in the reset state.
  • Ever Fired: Evaluates to true if the trigger has ever been fired.
  • Never Fired: Evaluates to true if the trigger has never been fired.

If the trigger does not exist in the game world it is assume to be in the reset, never fired state.

Variable Condition

Checks a Conversation Variable. Works similar to Actor Parameter Condition but using a variable existing only inside this conversation playback for the duration of the playback. Variables can be accessed after the playback finished as long as the playback instance is not discarded. The same operators are supported.

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gamedev/deigde/editors/conversation/conditions.txt · Last modified: 2019/05/24 23:43 by dragonlord