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Bugs & Feature requests / Re: Children of Solarus Dialog Script, How Does it Work?
« on: April 01, 2019, 06:56:45 am »This code is relevant to the the language.dat file, not your code. In code call the dialog as you normally would, I.E.Code: (lua) [Select]dialog{
id = "first_dialog",
next = "second_dialog",
text = [[
show this dialog first.
]]}
dialog{
id = "second_dialog",
text = [[
Then show this dialog.
]]}
Code: (lua) [Select]
game:start_dialog("sword.first")
Now you have two options from here for calling another dialog. You can either use the callback or, the much cleaner way, use the "next" property key.I'm just using an image extracted from my own personal project (see attachment 1), so certain properties here are irrelevant (and don't work as the dialog script your using doesn't use these properties).
The value that the property key "next" should be the next dialog that you wish to call.