How do I create a dialogue system like in Dig It Up?

So, I’m making a game, and I need help with creating a system like Dig It up. You know, like after you purchase all of the Pickaxe upgrades from Orehound then a different dialogue pops up. When you interact with Orehound, then he shows you all of the Pickaxe upgrades, then after you purchase all of the upgrades he says that you bought all of his stuff and you’re a loyal buyer. I need help to make a similar system.

Use the characters device… if you dont have the season ticket you cannot use it though… if you dont have the season ticket then just use popups

you would most likely need checkers for each item to see if you actually have the item(s) and if all the checks pass, have the final one run transmit a certain channel. in the dialogue/popup blocks screen (whichever you are going to use), make a block that says “When receiving on channel [channel name]” and place a “Set Text” chip and change it to whatever you need. please reply if anything doesn’t work!

1 Like

You’ll need the seaason ticket for this because it requires the Character device, the Dialogue device, and the Dialogue Call To Action device.

1 Like

I meant to say that I don’t think I’m very clear. After you buy all of Orehound’s Pickaxe upgrades, he says that you’ve bought everything and you should save the mayor. I need a system to switch from one line of dialogue to a different line of dialouge

1 Like

Oh then I can’t help here, I don’t know how to use these devices (no season ticket) nor can I figure that out.

You can make a counter to increase whenever a update is bought, and when it reaches the target(whatever you set it to be) it will send a channel that connects to popup block code, the blocks can then change the popup content

1 Like

Thanks for all of your help!

Welcome to the forums CommanderGOAT!

This topic was automatically closed 3 hours after the last reply. New replies are no longer allowed.