Ambrosia Garden Archive

    • 1)I have made a quest on my game and it is to kill a dragon. When I ask the NPC the first time I get the quest and when I ask him again in the same game I get 2 of the same quest. Whats going on?????

      2)When I kill the dragon how do I make the NPC say thanks instead of giving me the quest again??? I think I have to make a GLOBAL EVENT but how do I make knew ones???

      1. All help will be welcomed.

      2. thanks.

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    • Create a global, say, Dragon_Killed. In your first location, have a local initialisation event set it it '1'.
      Next, open the NPC's "Contact With Player' event, and make a conditional. Set the condition to Check if the value of gb_Dragon_Killed is equal to 1. If it is, link to a dialogue that gives you the 'kill the dragon' text. Otherwise, link to a dialogue that gives you the 'Thankyou so much' text.

      (Edit) To create a global, go to to "Globals" tab of Project-->Game Options and hit the "+" button. 🙂 (/Edit)

      -Andiyar

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      "Any good that I may do here, let me do now, for I may not pass this way again"

      (This message has been edited by Tarnćlion Andiyarus (edited 10-08-2002).)

    • If you want to see a near identical example look at the medieval template game, you seem to be replicating/emulating the exact same quest.

      I suggest that everyone uses GB's in a variety of situations in order to prevent, NPCs from saying the same thing all game long, i.e.

      "the dragon has held the princess captive for 3 years in the eastern mountains"

      this is fine whn she is captive, but not when she's been freed,fallen in love with you, then fallen victim to a murderous coup, and the main character has been consumed by a state of doubt and disbelief. Then the the chatter of said NPc drone becomes
      what is known as a "send off", or a quest without a purpose, a wild goose chase

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      In low ground, climb.
      In desolate ground, run.
      In encircled ground, scheme.
      In Deathground, you fight!"~~~~Sun Tzu