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Modding Question
I'm attempting to make a module, and I am wondering if anyone knows if it is possible to trigger a conversation topic. Can I make a topic but not have it show up until I complete a quest?
TIA! |
Re: Modding Question
No, I am afraid you cannot http://forum.shrapnelgames.com/images/icons/icon9.gif .
You could use the 'Display Text' or 'Quest Visible True' results as an imperfect workaround. I am not sure where DO is headed. But if more development is put into this game, I would strongly suggest that more event triggers and results are implemented. This would give modders the tools to make much better and interesting modules. I find the current options very limited, so I put my own project on hiatus in hopes of a new patch. edit: here are some triggers and results from the header of the events file. I guess they were in planning, but are not implemented yet. Those would make great additions: Trigger X Type: //Character At Location //Action At Location //Item And Action At Location //Monster at Location //Spell Cast At Location //Terrain Destroyed At Location //Map Load Result X Type: //Transport Character //Change Terrain //Move Item //Move Monster //Enable/Disable Event //Record Time //Change Talk //Display Special Effect I suppose the 'Change Talk' is what would serve you perfectly. Hope that helps in any way, Rollo [ March 07, 2003, 10:51: Message edited by: Rollo ] |
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