activate_qt 1 ; activate_qt 2 ; activate_qt 3 ; activate_qt 4 ; activate_qt 5 ; activate_qt 6 ; activate_qt 7 ; activate_qt 8
cond_item (mykey) ; message (Quest complete !)
sound (sfx_narration) ; message ("You enter a dark dungeon")
cond ("Random letter text here") (Ok) (Cancel)
unlocked_with (<key name>)
The above code could either be put at the end of the script that took you into the dungeon, or maybe on a floor activated script (Object Type 14), Book II also has a proximity object.
Minsk wrote:Thanks !The above code could either be put at the end of the script that took you into the dungeon, or maybe on a floor activated script (Object Type 14), Book II also has a proximity object.
Is it possible to have this "Object Type 14" activate only once ?
Because it looks like the script triggers everytime you step on this position.
Minsk wrote:Oh, about the letter, where would you enter the script text for it ?
Into "Action Script" under "Misc Attributes" ?
Minsk wrote:I have tried to get a "real" NPC that will give quests to the player and this is what i currently have:
http://www.file-upload.net/download-408 ... t.zip.html
You will see a NPC and two red-marked spots (these are no traps !). Step on one of these to get a quest. If you have complete a Quest just step on a spot left or right of the NPC and the Quest will be completed !
I would like to get some feedback and ideas how to do it better.
I though of letters that coul replace the quest-log. So uf you accept a quest a letter is added to your inventory that tells you what to do, this letter could be removed as soon as the quest is completed.
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