test_dialog
- Dialogue
- test_dialog
- Reached by
Openers (3)
The game picks one. They are alternatives, in the order it prefers them.
Greetest! I am Testy! What do you wish to test my lord?
(Drunk) Looks like someone’s been making the most of the festivities! *They chuckle, clearly amused.*
Only while the quest holds the authored value
I did not imagine I would see the stars again. Thank you, [player].
What the player can raise (4)
The game offers every topic whose requirement is met, in the order it prefers them.
Test Drinking animation
...
It seems I have, indeed. Glad I pulled you from that cage, my friend. You’re a good soul - fate dealt you an unfair hand, but you deserve better!
- Changes how the speaker feels about the player
You're a brave soul, Ameki. Truly, you are my brother / sister.
If you need anything - I'm eternally endebted to you.
*Pfft.* No, no. Come off all of that. We are square. We are family. Families don't keep debts.
- Changes how the speaker feels about the player
A heart of gold, you have. Lets have a drink. To new bonds!
Oh! Truly? Thank you! *You pat Kinji on the shoulder and nod.*
The graph connects this choice to nothing, so the conversation stops here.
Right, right, well I must be off. Lots of hands to shake and all that.
The graph connects this choice to nothing, so the conversation stops here.
[Leave] *Walk away, distracted.*
The graph connects this choice to nothing, so the conversation stops here.
Mind your tongue. Would you rather find yourself back in chains?
The conversation forks on the graph-variable check:
TO NEW BONDS!
The graph connects this choice to nothing, so the conversation stops here.
Test Drinking game
*Together, you raise the bottle of koji and take a deep, burning swig.*
...
- Runs AddStatusEffectNode
- Runs AddStatusEffectNode
Ah! Enjoy the night, brother / sister.
The conversation ends
Other entry points (1)
The game reaches these from elsewhere: a quest event, or another conversation.
The conversation forks on the graph-variable check: