It depends on how dialogue trees are handled in the engine. A good one would be:Voss wrote: Yeah, though I'm not sure why a few extra lines of dialogue is really hard, especially if its just the multiple-choice menu dialogue, BG-style.
TREE[
[I like you, Juiblex], event4
[I dislike you, Juiblex], event5
[jam it in], event93
[(if int<6); THOG HIT], event5]
Where it's all included in one tree. But when I made an eroge with Ren'Py, there was a case where I wanted there to be three options normally, but a fourth option if you had found the urn. This required two separate trees:
If (urn==1):
TREE[
[Use the urn], event6
[Wave arms], event7
[Chant uselessly], event8
[Implore for aid], event9]
Else:
TREE[
[Wave arms], event7
[Chant uselessly], event8
[Implore for aid], event9]
See how annoying that will get for every single conversation?
Edit: the "Dhurrr" option in Arcanum is fucking stupid: you can't actually get the Hero ending. Because the conversation options needed in order to get that are actually locked out. So the moral of the story is that stupid people can only be villains.