Hello,
Could you please help me with that? It drives me mad...
CHAIN
IF ~~ THEN NPC1 20 // dialogue one
~Blah blah.~
== NPC2
~Blah?~
== NPC1
~Blah!~
EXIT
IF ~Global("NPCQuest","GLOBAL",7)~ THEN BEGIN 200 // dialogue two
SAY ~Blaaah!~
IF ~~ THEN DO ~SetGlobal("NPCQuest","GLOBAL",8)~ REPLY ~Bleh.~ EXIT
END
The CHAIN block and IF ~~ THEN BEGIN dialogue block are separated - the second one isn't a continuation of the CHAIN block. These are two completely different dialogues that appears in different moments of gameplay. Or, I'd rather say - they should. They are just in one .d file, that's it.
When I'm trying to compile the .d file, syntax error appears - "near text: IF" in the line just after the CHAIN's EXIT. I know how to handle with this, if "IF ~~ THEN BEGIN" dialogue is a continuation of the previous dialogue block - but it isn't in this example. I don't want to use CHAIN again, because it's just a simple talk between NPC and character. Also I don't want to change the order of these two dialogues.
Please help me... I know the solution is pretty simple, but it looks like I'm too dumb... :/
Thanks in advance,
--
Shaggie