I'm working on a scene in a module.
In short form there's trouble afoot and a gnome is freaking out. If the player offers help the gnome instructs the player to get the wizard. The players go the wizard's home only to find everything in disarray...the wizard's been kidnapped.
Trouble is, I'm learning as I go. I want to add a "uh oh, someone kidnapped the wizard" conversation thread only the first convesation is in the way. Conversations take the first eligible path.
I could swear I remember a button or command that will move a thread and and down the tree...
Does anyone remember a way to do this? or do I just start over?
Conversation Confusion
#1
Posté 24 septembre 2015 - 03:26
#2
Posté 24 septembre 2015 - 10:04
Does it have to be in a conversation? Couldn't you use floaty text (i.e. floats over PC's head) instead?
TR
#3
Posté 26 septembre 2015 - 06:12
You need to put a conditional script in the "Text Appears When" section of the dialog editor for that conversation node. For example, a local variable on the player that the script checks for. This way, the "uh oh" line only shows up if the player has been flagged as having visited the wizard's home. To change the order of the nodes in a conversation, highlight the node and hold shift+left click to drag it to another parent node in the conversation.
#4
Posté 26 septembre 2015 - 10:53
BTW, have you got the 2 toolset manuals created ages ago by The Builders Project (a guild from the days when Bioware was an independent company)? If not just click on this link for Volume 1 and this link for Volume 2. There is a wealth of information covered in them including the conversation editor.
TR
- Grymlorde, meaglyn et Verilazic aiment ceci
#5
Posté 01 octobre 2015 - 01:45
Thanks!
Busily studies volume ii...





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