heres my visnov adventures:
- i finished gracey tony and i liked it a lot.
- i played like,, 2 minutes of the misericorde demo and i think its something ill like, but one of the backgrounds was a photo of a place ive been to in real life and i got too excited so i had to stop playing.
- i started one of the bonus things in fata morgana and when it had a whole ass intro fmv i realised "oh shit this might not be a small bonus" so im waiting until im mentally prepared to dive back in for a long read
i think whenever i finish a long visnov, i have to take a rest for a while which is why it took me a year between finishing umineko before i picked fata morgana back up.
for some reason, greaser tourney was immune to this because i guess there's enough funny pictures and active gameplay that it tricks my brain.
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\if{level < 2}{
Welcome to the KittyPlains. Eat Star Flowers to Level Up and become stronger.
}{
\talk{2}
{You can now jump over the Blocks.}
{Good luck on your quest.}
}
the effect of the "if" command should be pretty intuitive: \if{condition}{text1}{text_2} displays text1 if condition is true, and text2 if condition is false[talk to NPC]
Welcome to the KittyPlains. Eat Star Flowers to Level Up and become stronger.
[level up to level 2]
[talk to NPC]
You can now jump over the Blocks.
[talk to NPC]
Good luck on your quest.
currently what happens is this:[talk to NPC, first time]
Welcome to the KittyPlains. Eat Star Flowers to Level Up and become stronger.
[level up to level 2]
[talk to NPC, second time, displays second text of the talk command]
Good luck on your quest.
[talk to NPC, third time, cycles back to first text]
You can now jump over the Blocks.
it seems like it will be very hacky and awkward to make the "number of times talked" variable aware of what dialogue branch you are on, and hacky and awkward is exactly what i want to avoid with this text system....