Seem easy to input dialogue and conditionals.
Is response route conditional for responses?
Is the AcceptItemandgoto how it handles given items? Curious how that work and events like SetTarget? Or that go through one of the SetValue things? Guess this part is dialogue but wondering if other behavior will be moddable? Thanks to you.
So, the way a response route works is, when you click on the answer, it then checks certain variables before it takes you to another dialogue. So you can set up things like: "If the character likes the player more than 5, go to this dialogue, but if they like him less than 5, go here instead". But you can set up as many conditions as you want. Not just two.
AcceptItemandGoTo tells the character to now be able to accept an item (based on item name) and then trigger a dialogue upon the player giving it to them in game.
I plan on implementing some other "events". Like, if you look at the dialogue start and dialogue close events, you can do things like set the character's current affect (angry, happy, sad, etc..), and you can also have them remove a particular item of clothing or put something back on. In the new version (not released yet) you can send them to a target location. I am slowly building upon the number of things the dialogue can make the character do to add as much flexibility into the component as possible.