Comments (2)
This is already supported. Your example is DialogVariables.conditions.talked_to_john
but should probably be DialogVariables.conditions.level_1.talked_to_john
.
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🤦♂️ As you spotted correctly ... even in my simplified/fake example I typed the dictionary path wrong.
This is also what happened in my actual code. Thanks for helping me.
PS: I already mentioned in the last issue but this plugin is great. Thanks a lot!
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Related Issues (20)
- Autoload not recognized HOT 1
- Plugin settings are not being created (they still work once manually added to project.godot)
- [2.23.0] Having a negative number in the function parameter causes "Unxpected operator" in "do ..." expressions
- [2.32.1] BBCode [img] shows up immediately when using region HOT 3
- Implement docstring-style comments for exporting translations HOT 3
- test_basic_dialogue.gd: Wrong Assertion HOT 1
- Unskippable first line with custom input HOT 1
- Randomized lines cannot have replies. It does not add them in the lines dictionary HOT 4
- Clicking on screen requires specific area to continue
- "do" cannot use array parameters.
- Editor slowdown when resolving due to translations in assertions HOT 1
- Game crashes after update to 2.32.4
- Inconsistent Parser Error When Running from Editor HOT 11
- get_next_dialogue_line is not available when run in editor HOT 1
- Using the return value of the same function in a dialog will only show the return value of one function. HOT 4
- async method not exist that return Task in C# HOT 2
- Add option to remember the dialogue editor's state after closing Godot HOT 2
- DialogueLabel: possible race condition between `finished_typing` event and `type_out` method
- `resolve_method` assertion error for state shortcut due to Dictionary in game_states
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