You talk to the person again and when variable is 1 is when they have different dialogue. Then you have that variable tied to the quest, when it's complete, the variable changes to 1. You talk to someone, you have it first go through a variable checker. Originally posted by Dallas S:Yeah you need to use variables.Įxample a variable starts at 0. Thank you, I really appreciate the help :) I'm super new to all of this, as I haven't created a map/campaign/dungeon in any game before, so it all seems like an awful lot of things to learn all at once. I'll check out the post, regardless, but the other information provided definitely has solved my issue. That's actually super helpful even without checking out the post lol. Originally posted by LJ-the-brave:There is a nice tutorial series list for the dungeon maker by SirMadness.Īs for the item in quest, you could set the quest step with picking the item to next step to deliver the item, then with variable (a) set to 2 you could make NPC A ask whether they brought the item, the party responds with an inventory action of removing the item and NPC A gives thanks. If the party completes the quest steps then variable (a) is set to 2 and NPC A thanks the party for completion.Īs for the item in quest, you could set the quest step with picking the item to next step to deliver the item and success by another variable, then with variable (a) set to 2 you could make NPC A ask whether they brought the item, the party responds with an inventory action of removing the item, variable (b) is set to 1 and quest step is completed with variable (a) set to 3 and NPC A gives thanks. For example: Variable (a) is set to 0 and NPC A welcomes the party, after he gives the quest, variable (a) is set to 1 and NPC A repeats to go and complete the quest. If your NPC A is the quest giver and you need many branches of dialogue, it is best to use variables and start the dialogue with variable check. Now for the general question of dialogues. There is a nice tutorial series list for the dungeon maker by SirMadness. which is probably somehow linked to my initial issue of not being able to figure out how to make the quest giving NPC able to have multiple sets of dialog for when the quests are completed and then giving out the next one. I changed it off of that, but I can't seem to figure out how to make it a turn in quest instead. If there's something different I need to do to make it a turn in quest, any information on that would be quite useful as well.Įdit2: So, I figured out that the quest was set to be completed when the item was picked up. The dialog system is like speaking a foreign language and I'm stumbling through it.Įdit: Since I haven't play tested the completion of the quest yet, I'm not sure whether I have the quest (Item gathered) set up to be completed by simply picking it up or if I have it set to turn it in (how I want it to be finished). I can't, however, seem to figure out how to set him up with a second set of dialog for when the quest is complete and to be able to hand out the following quest. I've gotten the main quest giver set up with some solid dialog and the ability to grant the first quest. So, I've gotten to where I'm ready to start doing some dialog and quest creation.
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