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NPC dialogue: wishin' for addition of conditions #27397
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npc_has_trait_string would be a pain to implement, but npc_has_trait_flag would be super easy to do. Then you could just flag the traits appropriately:
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Yep, flags would work just as well or possibly better. |
NPCs don't currently keep track of their birthdays, so npc_spawn_age is something of a non-starter. I think what might work and be fairly flexible is the expanded trial idea I discussed earlier, and a days_since_cataclysm conditional. You could then set a trait or effect when the player first talks to the NPC, and that would influence their stories. Something like:
which is kind of awful but what can you do. |
I might be able to finagle something a bit slicker than that code at least by adding an effect or trait that the NPC gains when it is first spoken to. I don't need it quite yet so I'll think on it |
Is your feature request related to a problem? Please describe.
NPC dialogue conditionals in dynamic line are a powerful way to control NPC dialogue, but the options are still not feature complete. I have a short list of conditionals I need to be able to work with for my background stories project, and these will certainly extend the utility of NPC dialogue options a lot going forward.
Describe the solution you'd like
I've broken these into a few categories.
Describe alternatives you've considered
The only thing here I really need here immediately is the has_item flag. The trait_string one is complex but would be immensely useful in a ton of ways of implemented. Everything else is just cool at the moment, although many of them will see use from me pretty quickly.
Progress
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