As an example, the .d files are largely using EXTEND_BOTTOM/APPENDI synthax instead of CHAIN or INTERJECT for NPC interjecting in the dialogue flow, the crew really needs some winds of modernity
Bah!
You don't know what you're talking about.
In Quitch's dialogues, checks are
everywhere.
I tried mixing some CHAIN commands and so (in the last dialogue you blew up
): the gain is almost NULL, while readability and chances of bugs raise up to +infinity.
RtW's .d coding requires time for the checks and the pathing, anything else is
insignificant in comparison.
Better to go down the fully tested way.
An example?
The Garren dialogue I'm fixing right now.
In an occasion, the player gets a chance to ask a dozen of questions or more, I don't remember.
Each question itself can have a very complicated check-construction and complex branching.
The answer, provided you get one, redirects directly to the list of possible questions, rather than to an handy middle state (!).
Also, you can't never ask the same question twice, you are limited in the TOTAL amount of information you can get (you can't ask all of the important questions, but you can always ask for a different set), and, as if it weren't enough, you might even be under the influence of a "timer".
This hell of a questions section required something on the line of 5000 lines of code (meaning: of intricated and interwoven checks).
And you talk about CHAIN?
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