Originally Posted by Tinkerer

Not a dialog box, but a regular in-game dialog (e.g. with an item): yes.


Hi,

looking at some of the dialogs after unpacking them I wonder how dynamic dialogs can get. Using a database from the Osiris page as an example:

Code
DB_MyPrefix_Fruit("Apple");
DB_MyPrefix_Fruit("Pear");		
DB_MyPrefix_Fruit("Banana");	


Can the dialog system be used to display these fruits as options: https://i.imgur.com/Ow51QaL.jpg and if a few minutes later some event adds a melon to the fruit db

Code
	
DB_MyPrefix_Fruit("Melon");	


and we talk to the same character/item again this change will be reflected in a new talking option: https://i.imgur.com/8CnI4Fq.jpg ?

I'm especially interested if this is possible without defining a node for each option, otherwise this seems possible by predefining a node for each option (requires knowing every possible thing beforehand) and setting and checking flags.

I've seen that there is a file name "DialogVariables.lsx" but that seems static if we have to predefine our stuff there.

Dynamic would be interesting to me because I have a puzzle in mind which would probably require to predefine 50 or more Nodes. :O

Originally Posted by Dark_Ansem

Absolutely amazing. Some things however are mentioned in my thread too.


Which one? I probably missed it.