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How can I trigger an event bank spot to open after talking to a scripted NPC?


Ambard

Question

I have an npc event set as a bank but it needs to only open after the player has talked to a separate event npc. Example: You walk up to the bank NPC but unless you have talked to Thurston first the bank refuses to open for you.

 

Thanks

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36 minutes ago, Ambard said:

I can't figure out how to set this up. How would this be set up in the events editor?


try this:

1) create a player variable called "Bank_on" type Boolean


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2) create the npc to talk, with dialogue and set de player variable to true

 

23367043e93eef140d26fe3085426520.png

 

3) create the NPC BANK and set the conditional, player variable is equal to true.

 

340a2212522d35285f5d2676406388ff.png

 

with this method, if the player don't talk with the first NPC, the BANK NPC will show "you can't" so, the player need to talk with the first NPC to activate de variable to true.

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14 hours ago, Ambard said:

I have an npc event set as a bank but it needs to only open after the player has talked to a separate event npc. Example: You walk up to the bank NPC but unless you have talked to Thurston first the bank refuses to open for you.

 

Thanks


You can do this in several ways depending on your needs.

For example;

1) The NPC they must speak to first could give a quest. The bank NPC could be conditioned to only work if the quest is completed.

2) If you don't need it to be a quest, but rather something temporary, requiring you to always speak to the first NPC, then you can do this with a player variable, "bank_on." When the player speaks to the first NPC, the variable becomes "TRUE." The bank NPC is conditioned to only work if the variable "bank_on=TRUE." This way, you can set this variable to "FALSE" whenever you need to speak to the first NPC again.

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