Boolean (If) Node
Last updated
Last updated
The Boolean node provides a way to handle QT-related logic in the form of if statements. Most properties exist to develop the if statement. This node can be used to direct dialogue in a completely different path depending on the state of quests, choices, rewards, or triggers.
You can see the an expression preview below all conditions. The expression preview is a English-readable version of the if statement which gives you an idea of how the if statement looks.
Add (button): Adds a new condition.
Delete (button): deletes a condition.
Set As Initial (button): Sets this node as the initial node.
ID: The node's ID (read-only).
Group Starter: If this condition will start a new condition group. Condition groups are basically brackets in C# if statements. If a condition group has started, then there must be a condition that ends it, otherwise it will result in errors.
None: Does not add or end a condition group.
Start Group: Starts a condition group.
End Group: Ends the condition group.
If Target: The condition target object type. This defines the type of the object that should be checked.
Not: When disabled, the condition will check if the quest state matches or if the key exists. When enabled, it will instead check if the quest state does not match or if the key does not exist.
Key: The key of the choice, reward, or trigger. The condition will check if the key exists or not. This is not relevant if the 'If Target' is set to quest.
Quest State: The state of the quest that should or should not match.
Quest: The quest that the condition should check.