Making a dialogue tree with WML
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Making a dialogue tree with WML
I'm making a non-traditional campaign that is a creepypasta and involves quite a bit of dialog.
I'd like to make a dialogue tree, similar to choice-based games like Twine.
I can already get one choice to work (this is wrapped in one big 'event' tag):
Running this gives me some dialog, lets me click a choice, then runs more dialog after. I can get 'Result of Choice 2' to appear. But the 'option' seems to stop the sequence of messages, so my final message (after the option) doesn't get printed. I can fix that by just pasting the code twice, but ideally I'd like a convenient way to run the same code after each choice (using function-style notation would work just fine as well, if that exists in WML).
So, what would be the most code-efficient way to have messages or actions that run regardless of which choice you picked, once the effects of the choice are finished?
I'd like to make a dialogue tree, similar to choice-based games like Twine.
I can already get one choice to work (this is wrapped in one big 'event' tag):
Code: Select all
[message]
speaker=David
message= _ "[Initial message]"
[option]
label= _ "Text of choice 1."
[command]
[message]
speaker=David
message= _ "Result of choice 1"
[/message]
[/command]
[/option]
[option]
label= _ "Text of choice 2."
[command]
[message]
speaker=David
message= _ "Result of Choice 2"
[/message]
[/command]
[/option]
[/message]
[message]
speaker=David
message= _ "[Final message that doesn't actually get printed]"
[/message]
So, what would be the most code-efficient way to have messages or actions that run regardless of which choice you picked, once the effects of the choice are finished?
Drake Campaign: A Fiery Birth | Knalgan Alliance Campaign: Drunkards, Dwarves, and Doubloons | Dunefolk Campaign: Asheviere's Shadow | Northeners Campaign: Goblin's Glory | Undead Campaign: Shakespeare's Ghost | Rebels Campaign: Santa Must Die
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Re: Making a dialogue tree with WML
Are you saying that "[Final message that doesn't actually get printed]" doesn't get displayed after "Result of choice 1" or "Result of Choice 2"? Because it does for me.
Speak softly, and carry Doombringer.
Re: Making a dialogue tree with WML
Huh, I guess you're right. I had to simplify my code to get something I could post on here, so I guess doing that fixed the bug. I feel dumb now but I wouldn't have gotten it to work without posting and seeing your comment, so thanks!
Drake Campaign: A Fiery Birth | Knalgan Alliance Campaign: Drunkards, Dwarves, and Doubloons | Dunefolk Campaign: Asheviere's Shadow | Northeners Campaign: Goblin's Glory | Undead Campaign: Shakespeare's Ghost | Rebels Campaign: Santa Must Die