Page 1 of 1

Dialogue Question

Posted: November 26th, 2012, 8:12 pm
by lzrstrm
Im Making an RPG right now and im wondering how to make a script that will remember something for a quest


For example if i want

Code: Select all

r_script_node "Old Man" [result "Can you do something for me?"] [
 r_response "Sure, I would be glad to help you" "sure"
 r_response "Sorry but im really busy right now" ""
]

r_script_node "sure" [result "Thank you so much, I need you to collect 5 apples for me"] [
 r_response "Ok I'll be right back" "finish"
 r_response "You go get them I don't want to" ""
]

r_script_node "finish" [result "Did You get them?"] [
 r_response "Yes here they are" "thank you"
 r_response "No not yet" ""
]


r_script_node "thank you" [result "Thank You"] [
 r_response "No Problem" ""
]

I want it so after i have accepted the quest, to skip the first part of the script and go straight to

Code: Select all

r_script_node "finish"
how do i do this?

p.s. this is not the script im using, this one is just for an example

Re: Dialogue Question

Posted: November 26th, 2012, 11:11 pm
by Hirato
Um... not sure what you want at all...

If you want to open future dialogues at "finish" override the "talk" signal for that NPC to ope the dialogue there, eg...

Code: Select all

r_script_signal "talk" [
    if (quest has been accepted) [
        r_chat self "finish"
    ] [
        r_chat self "main"
    ]
]
If you just want to go straight to "finish" after accepting the quest, just do as you are doing now.

Re: Dialogue Question

Posted: November 27th, 2012, 12:04 am
by lzrstrm
thx i figured it out by looking at the scripts from the default rpg game
;)
thx anyway

Re: Dialogue Question

Posted: November 27th, 2012, 2:50 am
by kddekadenz
I would set a global variable to check if the quest is completed or not.

Re: Dialogue Question

Posted: November 27th, 2012, 6:57 pm
by lzrstrm
Im brand new to the RPG scripting so.... How do I make a quest? I'v always used the FPS part of the game