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Stargazer
March 7th, 2003, 06:54 AM
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!

Rollo
March 7th, 2003, 12:41 PM
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 ]