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[LE] Q regarding Quest Stage Conditions


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I'd just like to verify something as I can't find a clear answer.

 

Am I correct is assuming that the conditions on quest stages are only checked once when a quest stage is set?

 

So if I were to say, have a condition GetStage <quest> == 50, it wouldn't keep checking until that condition is met before and then fire the script fragment for that stage. (Assuming the stage hasn't changed). It would just check the one time and that's it?

 

Thanks

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Correct Quest Stage conditions only trigger when the Stage is set.

 

GetStage, GetQuestRunning, GetQuestCompleted etc, will check the named Quest when the condition is triggered. Unless the condition is triggered again it will only act on it once.

 

Some mechanisms like Story Manager will continuously check conditions on Quest Nodes and potentially trigger them many times.

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Thanks.

 

That's a darn shame though. It could've been useful otherwise.

You could add an "and" bit and have the condition be two things. So for example, have it so that the quest stage is set and something is disabled.

 

So, you have someone going through a dungeon, they talk to an npc and the quest stage moves to 20. You talk to the npc again but the 2nd dialogue bit doesn't come up because you have it that the dialogue will only fire on 20 AND for some item to be disabled (will explain, stay with me).

 

Now you go through the dungeon and you cross an area and you have a trigger that will disable some item (I've used barrels but make sure they are out of bounds for the player so that they can't break them if they are using specific mods). Now that item is disabled and the quest stage is already 20. You go back to the npc and he should give you that extra dialogue.

 

Of course, you could have the quest stage set when you cross a certain area using an included "setstage" script that is available to you.

 

You could have it that the 2nd condition is that the player has an item on them. So the condition would be 20 AND you'd use getitemcount and run it on the player. If he has the item on him then the dialogue can progress.

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