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Post by LinkElfice510 on Jun 14, 2009 21:01:29 GMT -5
Okay, so what I want to do is something like this:
*Game starts in main character's house* *Chest is in the house that contains the quest item* ---*Without the item in the chest, the king refuses to see you* ---*When the item in the chest is in player's inventory the king continues the quest*
How do I do that? The help files on this program are terrible
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Post by RPG Guy on Sept 17, 2010 3:47:00 GMT -5
Okay, first make an event for the king or whatever you want. Now make the quest item and put it in the chest so you can pick it up. In the king's event, make two pages (click on New Page at the top) On one page, make him say something like "Go get the item, then we'll talk." On the other page, on the side check the box that says 'item'. Then choose the item, and make him continue the quest.
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Post by Velex on Mar 25, 2011 12:21:11 GMT -5
I would do it by in the king's event put a conditional branch: If [quest item] is possessed (true) -continue with whatever the king wants to tell you (false) -have him say "begone commoner" or whatever
you can also put this conditional branch in a guard blocking the path to the king, so he'll only get out of your way should you have the item.
<--[GUARD] {WALL} {WALL}{WALL}
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