I use

CharacterSetVarInteger(CHARACTER_Player1, "VariableName", X)

to track things like this. X is an integer value (1,2,3, etc)

you can set that variable when you want the dialog to change, and check it again in an AND section with to check the integer value and assign dialog accordingly using:

AND
CharacterGetVarInteger(CHARACTER_Player1, "VariableName", X)

Doesn't matter what character you store the variable on. I usually use a player, but it can be any global character on the map.


GlobalEventSet is an action that triggers an IF statement. It doesn't exist passively - meaning as soon as the event is set, the script reacts and fires. The script can't go back and check it later because it only exists when it's set and then it's gone as far as Osiris is concerned. (They can be passively checked in Dialog CONDITION statements though.)

The scripting language CAN passively check Character Variables, which is why I use them.

Last edited by Burgee; 31/12/14 01:32 AM.