Oh this is neat, I've been wanting something like this for quite some time ever since I started drafting a potential storyline involving a post-marriage Abigail and the protagonist. At least, I think that's what this does? Makes it easier to make modded storylines/events/etc?
Wondering if I should dig into it now or wait until 1.6 leaves alpha stage. Mostly because I don't want to start making something and then have it become immediately outdated and thus have to do some major reworks.
I don't know if what I'm typing is making sense right now, honestly.
So glad you're going to be keeping a 1.6 version of this! I'm modding on my other account and trying to learn how 1.6 mods need to be set up before I get too far in the weeds, but this was one I wanted to really use to spice up some of the conversations.
I might be overthinking this, but would I need separate ink files for each dialogue line, or is there a way to keep all dialogue (say Mon, Mon2, Summer_Mon, that sort of thing) in one INK file, and have commands that direct the game to pick the appropriate one given the season/day/heart level? Thanks in advance!
In the current alpha version 1.4.2 you can add a path to the id that you set in the dialogue by adding > and the path. The path is the name of a "knot" and can also address sub-knots with "." This way you can combine multiple dialouges that might even share variable states in one ink file and makes it easier to choose different path in the same story based on cp conditions.
It was honestly a pipe dream that I'd be able to use Ink to write dialogue in SDV, but I can't believe it's already made!! Thank you very much. I've been learning Ink and wanting to finally complete an SDV dialogue mod for ages and now I can do both ^^
Interesting! Does this also have the option to use counters/variables of some kind? My recollection is that Inky provides the option to increment/decrement variables to change the options that might be displayed. So, say I wanted a "botany" value that goes up when the player correctly identifies a plant for an NPC, and a high botany value causes new dialog choices, would that be easy to do with this mod?
ETA: Whoops, sorry, didn't mean to make this a reply.
Yes, ink has variables, loops, functions, really most of the basic stuff you‘d expect from a scripting language. Check out the example file, it uses some of those concepts.
8 comments
Wondering if I should dig into it now or wait until 1.6 leaves alpha stage. Mostly because I don't want to start making something and then have it become immediately outdated and thus have to do some major reworks.
I don't know if what I'm typing is making sense right now, honestly.
I might be overthinking this, but would I need separate ink files for each dialogue line, or is there a way to keep all dialogue (say Mon, Mon2, Summer_Mon, that sort of thing) in one INK file, and have commands that direct the game to pick the appropriate one given the season/day/heart level? Thanks in advance!
The path is the name of a "knot" and can also address sub-knots with "."
This way you can combine multiple dialouges that might even share variable states in one ink file and makes it easier to choose different path in the same story based on cp conditions.
Example:
ink:
=== pathName1 ===
This is a path.
-> DONE
=== pathName2 ===
This is another path.
-> DONE
=== topPathName ===
= subPathName
This is a subpath.
-> DONE
-> DONE
content:
{
"Action": "EditData",
"Target": "Characters/Dialogue/Emily",
"Entries": {
"spring_1": "INK Platonymous.PathExampleStory>pathName1"
},
{
"Action": "EditData",
"Target": "Characters/Dialogue/Emily",
"Entries": {
"spring_2": "INK Platonymous.PathExampleStory>pathName2"
},
{
"Action": "EditData",
"Target": "Characters/Dialogue/Emily",
"Entries": {
"spring_3": "INK Platonymous.PathExampleStory>topPathName.subPathName"
}
Since it's an alpha feature right now, I'm not adding it to the main documentation just yet.
ETA: Whoops, sorry, didn't mean to make this a reply.