OK, I have an interesting one for the collective...
I have a quest that is working pretty well. However, I'm trying to create an 'if-then-else' situation with the choice options for an objective.
I have a check to see if there is a certain item in possession. If said item exists, Dialogue option 1 appears. If said item does not exist, I'm wanting to force Dialogue option #2, or at least force the next objective to be determined automatically by the #2 option.
This is fairly early in my dialogue tree, and there is only one quest location. I don't want to clear goodie huts and such just yet, as the players get to choose a 'I'll return later' option later in the dialogue tree, once they have a better idea what they are facing...
As it stands right now, option two shows up, but if option 1 is flagged/shows up, you get to pick between two options, which is NOT my intent.
I've seen the 'You don't have the item, come back later when you have it' option, of course, but that's not what I'm trying to do here.
I'd be happy with skipping the dialogue options completely, and have the game automatically assign option 2, UNLESS the item is in your possession, in which case option 1 is automatically assigned. A reverse item check would be fine too, but I have no idea how to code such a thing (i.e. if item total is 1 or greater, option 1 appears, if item total is 0 or less, option 2 appears).
Has anyone here attempted anything similar?