Hello, I'm wondering if it's possible to pause my turn-based active combat when my third-party dialogue engine (Pixel Crushers Dialogue Engine which has ORK integration) is active. Currently, I have a setup that triggers a conversation when a player's turn begins, but the combat UI remains visible and the player can still participate in the battle. I came across a post from three years ago
here that suggests custom nodes as the only solution. I'm wondering if this is still the case. Ideally, I would like the dialogue to determine whether to continue or end the player's turn as Pixel Crushers allows me to trigger machine components I'm hoping it's possible.
E.g. if it's in a turn start schematic of a combatant, if the node waits for the dialogue to finish it should also halt the battle.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
So, after starting the conversation, use a small loop within the schematic:
- Wait node (e.g. 0 seconds for next frame or 0.1 seconds, etc.)
- Check Conversation Active node, if it's active, loop back to the Wait node
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Is there a way to execute it only once? Currently, I have a "StartConversation" Schematic in the "Turn Start Schematics" under the Combatant General Settings.
Since the player can assume the role of any combatant, I cannot assign it to a specific one. I was wondering if there is a fix for this?
You can e.g. do some checks in the schematic before doing the dialogue stuff - e.g. using a Check Status node to check if the combatant is the Group Leader. Or set some variable to mark the thing as already happened to prevent it from occuring again.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
- If the player selects the correct dialogue option, their turn continues, and they can select an action.
- If the player selects the wrong dialogue option, their turn is skipped, the enemy attacks, and the player is presented with another question.
While this works perfectly for the first turn, if the player chooses the "wrong" option and I try to skip their turn, the enemy attacks, and it appears like the "Turn Start" schematic starts to run repeatedly, causing the dialogue to activate immediately after it is disabled.
I am using Dialogue Engine to run an automachine that ends the players turn. I have tried several methods, including:
- Using the "End Turn" node with turn-based combat.
- Using the "Use Battle Action" and having them do nothing.
- Changing the battle type to phase and using "End Phase" and "End Turn".
Turn Start Schematic:
Current End Turn Schematic:
If for the whole group (1 quiz), you should probably use the battle turn start schematic (set up in the turn based battle system) instead.
Also, instead of ending the turn, try using a status effect that uses Block All Actions for a turn (end after battle turn end).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!