LegoManIAm94 Posted January 2, 2010 Author Share Posted January 2, 2010 I will like a person that is at a certain rank in a faction to say this line. Link to comment Share on other sites More sharing options...
Pronam Posted January 2, 2010 Share Posted January 2, 2010 I take the non-quest-stage approach now. So just joining the faction is the case now.You'll need 3 topics. The topic about the joining, and a No and a Yes for the player.Create them, then in the joining topic, at 'Choices', add the Yes and No topic. The order defines which will be shown in game, if you want to change that, reorder them by deleting and adding them again to the choices. Now at the joining, set a line 'do you want to...etc.' at the Conditions set 'GetFactionRank'. If done correctly, you've got a multiple of ranks now at that faction. They'll have a number, fill in the number at the end of the condition. This will make sure the one with the appropriate rank will only discuss this topic.Now ADD another one, the same one. but this time tick the 'Run at Target', meaning the one talking, meaning the player. -1 one is outside of the faction. so Do < 0 for that one. This means it'll run once when the player isn't inside the faction yet.That was the joining-topic. At the Yes topic, add a happy response and inside the Resulscript, (above the conditions) use SetFactionRankas with Player.SetFactionRank YourFaction 00 would be the first rank, or maybe 1 if you'd set the rank at that, the default first rank is 0 though.Now at the conditions, you actually don't have to put anything. As you've forced the player towards a choice of topics. However, for safety you can use both GetFactionRank requirements again.At the No topic you could put a unhappy response, maybe with a 'goodbye' at it. Now the important part. When you're starting, the NPC will never ask about the joining, or show that topic..why? The player doesn't know the Topics yet. The simplest way is a script. And you've got to attach that to the quest. Hit the Pencil button on top of the screen and create a new one with:change the MyQuestScript-name to your liking and Joining to how you've named the topic in the left tab of the dialogue.scn MyQuestScript short done Begin GameMode if done == 0 addtopic Joining set done to 1 endif End Save the script, then at the quest (Quest Data) add it to the quest at script, assign it there. Be sure the priority of the quest is at least at 50.That'll make sure the first time you load the game it'll process it and add the join stuff (Only once, never more thereafter). Now when you talk to the person it'll show the 'Joining topic'. You could have averted this by starting a GREETING-topic..but lately I've heard you can better evade it if you don't need it that much. Link to comment Share on other sites More sharing options...
LegoManIAm94 Posted January 2, 2010 Author Share Posted January 2, 2010 Do you add the yes and no topic into the quest topics on the lefthand side of the window. Link to comment Share on other sites More sharing options...
LegoManIAm94 Posted January 3, 2010 Author Share Posted January 3, 2010 I got it to work so far but there is one problem. How do you make another page connect. Like for example when you talk to someone it will show a paragraph. Then they will talk more and another paragraph will appear but you did not select any topics yet. Link to comment Share on other sites More sharing options...
theuseless Posted January 3, 2010 Share Posted January 3, 2010 On the wiki is a great tutorial to familiarize you with scripting dialogue/quests anotomy of a quest It is technically in the middle of the tutorial, but I'm fairly certain you can do without all that. The tutorial is kind of dry and in some parts hard to follow, but it should answer most of your questions. Link to comment Share on other sites More sharing options...
Pronam Posted January 3, 2010 Share Posted January 3, 2010 Like for example when you talk to someone it will show a paragraph. Then they will talk more and another paragraph will appear but you did not select any topics yet.At response details you can add another piece of text for the same response if you meant that. Link to comment Share on other sites More sharing options...
LegoManIAm94 Posted January 3, 2010 Author Share Posted January 3, 2010 And how do you tell how much gold the player has. I have tried getgold and getitemcount gold001 Link to comment Share on other sites More sharing options...
Pronam Posted January 3, 2010 Share Posted January 3, 2010 That's good, but you need to use 'Run on Target'. Then it'll target the player, as that's the one target the NPC is currently talking to. Getitemcount gold001 is the one you need. Link to comment Share on other sites More sharing options...
LegoManIAm94 Posted January 3, 2010 Author Share Posted January 3, 2010 And I have two other things. Do you know a way to make potions that are quest items and you cannot drink them. And a way to tell if an npc is dead. When I use getdead the npc is disabled. Link to comment Share on other sites More sharing options...
LegoManIAm94 Posted January 3, 2010 Author Share Posted January 3, 2010 OK I had solved the getdead promblem but I still have that potion problem. Link to comment Share on other sites More sharing options...
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