Describe the problem
The Dialog Scripts are great for writing dialog lines. But sometimes one wants to handle the logic of which dialog to run from elsewhere, like a Room Script. For a character that only exists in a room, or for a particular scene, it's useful to hold all dialogs in the same dialog script, so one doesn't have to open many different dialog scripts.
Suggested change
If possible to either add a parameter in dialog start or create a new dialog.Run(int x)
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Maybe there could be a way to name each choice in an enum somehow, but this is really not needed for this feature.
additional context
Originally from the forums here: https://www.adventuregamestudio.co.uk/forums/index.php?topic=55204.0
Is it possible to do the reverse, i.e. from a regular script do something like "call dialog X as if option Y was clicked"? (instead of Dialog.Start which starts it from the beginning)