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I'm working on an event that, depending on the player's choice and the outcome, could repeat itself in the future or not. In order to do that, I created a variable called 'goodcoffee', where 'true' means the event will not pop up again, and 'false' means it can reappear in the future. However, I set 'goodcoffee = false' as a condition for the event to be triggered, and that variable itself can only be acquired by the player after that event. My question is: if I keep the condition as it is right now, will the game assume that, if player doesn''t have 'goodcoffee = true', it automatically means it has '= false'? Or will it just assume the variable doesn't exist and never trigger the event in the first place? How could I go about achieving my goals by working with the variables in case that doesn't work?

Additionally, I'd like to ask if it'd be possible to add room conditions to the mod editor, such as 'If player has a break room, this event can be triggered'. And while I'm at it, I'd like to know what that 'Custom' event condition is for. It's not mentioned anywhere in the guide.

(+1)

A few things to keep in mind:

1. Events get triggered randomly only once per playthrough

2. When you trigger an event manually, event conditions are ignored. Actor conditions still get checked though, but not if you used "Trigger Event (Same Actor)"

3. "goodcoffee == false" is only true if goodcoffee was explicitly set to false. But "goodcoffee != true" is also true when this variable doesn't exist. 

4. Don't forget you can also add variables to idols. For example, you can add variable "coffee" to an idol when the first event get triggered. Then in some other event you may or may not add "goodcoffee" to the same idol. And in actor requirements of a third event you set that an actor should have "coffee" but not "!goodcoffee".

5. I think custom conditions don't actually work for events right now, only for dialogues. There is a custom condition "has_breakroom". You can test it: add a CHECK node with "Meta" -> "Custom" -> "has_breakroom"

 I'm working on a small mod related update, so maybe I'll do something about it.

6. Also, if you add custom condition "high_prio" to a random dialogue, the game will prioritize this dialogue over all other events and dialogues. (meaning, when it's time to drop something on the player, the game first checks if any of the high_prio dialogues are triggerable).

Again, this only works for dialogues now, but I'll add it to events too