Is this possible? I'm trying to make a check to see if the dialog item text is set to a specific string/text before I run certain actions.
Dialog Item Edit Value, which returns a string edit value for a dialog item (no idea what that means), isn't working out for me so I cant seem to find another solution besides creating a variable to track possible changes. Already have so many and kinda didn't want to make more for such trivial tasks.
But at this point I'm just going to do the workaround with a variable until someone presents a solid solution, or I find one.
You can get the text, however since its a text its impossible to compare it to any other text/string.
"Dialog Item Edit Value" is useful when using edit boxes, for example when forcing the player to type his name. This func returns the value the player typed in the edit box, but cant be used for labels or buttons.
Since its a bad coding style anyways, try to find another solution for your problem.
Is this possible? I'm trying to make a check to see if the dialog item text is set to a specific string/text before I run certain actions.
Dialog Item Edit Value, which returns a string edit value for a dialog item (no idea what that means), isn't working out for me so I cant seem to find another solution besides creating a variable to track possible changes. Already have so many and kinda didn't want to make more for such trivial tasks.
But at this point I'm just going to do the workaround with a variable until someone presents a solid solution, or I find one.
You can get the text, however since its a text its impossible to compare it to any other text/string. "Dialog Item Edit Value" is useful when using edit boxes, for example when forcing the player to type his name. This func returns the value the player typed in the edit box, but cant be used for labels or buttons.
Since its a bad coding style anyways, try to find another solution for your problem.
Yeah I figured, was more curious if it was possible. Thanks.