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1,273 bytes added ,  03:18, 3 July 2018
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If you say no (second and third option) the game will store '''ID 306''' as the answer given, then depending on which answer you gave will either not change your friendship with the person, '''0''', or reduce it, '''-10'''. Then it will use either '''beachquestion_sorry''' or '''beachquestion_no''' to continue the dialogue.
 
If you say no (second and third option) the game will store '''ID 306''' as the answer given, then depending on which answer you gave will either not change your friendship with the person, '''0''', or reduce it, '''-10'''. Then it will use either '''beachquestion_sorry''' or '''beachquestion_no''' to continue the dialogue.
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Now we need to make dialogue keys for each response:
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<source lang="yaml">
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    beachquestion_yes: "Good! It's a date.$h",
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    beachquestion_sorry: "Oh. Darn. Okay.$6",
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    beachquestion_no: "Oh. Um. Sorry.$s",
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    beachquestion_followup:
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        "$p 305
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            #Tomorrow should be a lot of fun!$h
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            |Hmm, I wonder if I can get someone to go with me...$s
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        ",
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</source>
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Of note here is '''beachquestion_followup'''. If the player talks to the NPC again, '''$q 305/306''' will check that the question has already been answered and instead go directly to this key.
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'''$p 305''' begins a variable response which means "'''if''' the player chose yes, say this line, '''else''' say this line instead". If the player answered yes, the NPC responds happily. Otherwise, they will comment that they need to find someone to go with them.
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There is another variable response the next day:
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<source lang="yaml">
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summer_Sat:
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    "The beach is lovely this time of year...
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    #$p 305
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        #Thanks for coming with me today.$h
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        |Oh, hi @, how's it going?
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    ",
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</source>
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Once again the first line (The beach is lovely...) always shows up when the player talks to the NPC, but the next line depends on whether or not they've answered yes the previous day.
    
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