switches
gives two answering options. introduces conversation branches. watch video again to observe dialogue loops: how to make the options players choose either loop back to the NPC’s starter text, or lead to a “mission”
for example, if you choose one reply option, you can set a control switch to activate which you can use to change npc text, make new npcs or tiles appear and probably more that i haven’t worked out yet. It is definitely a feature that would be useful for story progression.
Idea: after sleep 1, ( interact with bed ) npc dialogue of friends becomes more familiar.
make sure to set up a new contents page for a control switch. click new page, choose switch conditions and set specific control switch.
variables
numbered options. can open up multiple different control conditions instead of dialogue options/ switches which only have two options: on, off/ true, false.