Escoria: switch out dialog paths with globals

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:bust_in_silhouette: Asked By lavaduder
:warning: Old Version Published before Godot 3 was released.

This is a long one, but I want my esc script to easily switch out dialog paths with globals

You know in a standard esc script you’d use > [globalname] to seprate the story if something else was done(or needed to be done.) and ? to ask multiple questions.

Well I have a problem My esc script requires me to branch questions. Like for instance

?
- "How do I shut down the super helpful friendly assistant computer?"
	say player "Jessy: How do I shut down the super helpful friendly assistant computer"
	> [travis_teleporter_trust]
	- "How can I get you to trust me with the teleporter (After interacting with an active teleporter)"
		say player "Jessy: How can I get you to trust me with the teleporter?

See here I want to ask a question, but the other one I don’t want to show Unless the teleporter has been activated. How can I do that? The only work around I have for this is to reverse the ? and > around, and add a question for each branch.

like so…

> [!travis_teleporter_trust]
		?
			- "How do I shut down the super helpful friendly assistant computer?"
				say player "Jessy: How do I shut down the super helpful friendly assistant computer"
    > [travis_teleporter_trust]
		?
			- "How do I shut down the super helpful friendly assistant computer?"
				say player "Jessy: How do I shut down the super helpful friendly assistant computer"
    		- "How can I get you to trust me with the teleporter (After interacting with an active teleporter)"
    			say player "Jessy: How can I get you to trust me with the teleporter?

however this cluttered, takes up a lot of room, and is a hassle for more than one global. So How do I switch out dialog paths with globals easily.