okay, i have it setup when you first talk to this npc, he gives you a quest, but now i need a startingconditional so that when you speak to him again he doesnt repeat the same thing
the script i tried using was;
int StartingConditional() {
// Inspect local variables if(!(GetLocalInt(GetPCSpeaker(), "candle1") == 1)) return FALSE;
return TRUE;
}
I basically want it set so that once you have the journal entry of that quest, he starts a different conversation tree.
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re...@oldrepublic.uni wrote: > okay, i have it setup when you first talk to this npc, he gives you > a quest, but now i need a startingconditional so that when you speak > to him again he doesnt repeat the same thing
> I basically want it set so that once you have the journal entry of > that quest, he starts a different conversation tree.
I take it that you are setting candle1 to 1 when the NPC assigns the quest. In this case, you should be reversing the FALSE & TRUE. The conversation should then fall through to the next branch when the variable has been set.
> setting isnt the problem though, once its set, I want the npc to > have a new line of dialog.
Well, I think this is the wrong way - the above function is used to let the player read a new topic in the journal, but an opposite function to check a certain journal state doesn't exist, AFAIK. To control a conversation, you should use a local variable.
I strongly recommend to load down and study a source like NWNLexicon: