Triggers Scripts
NWN Script: set_variable.htm
| Author | Sticky: Post Working Scripts Here |
| Viikto | Posted: Friday, 21 June 07:04PM |
| Script: Trigger alternative node of
conversation with NPC with generic triggers/events Use with: NPCs . Trigger basics I figured a neat trick out. Say you want your NPC to have two different possible conversations with the PCs: 1) a general, unrevealing conversation prior to the PCs discovering something vital to the plot; 2) a revealing and helpful conversation AFTER the PCs have discovered something vital to the plot. EXAMPLE Lets say that seeing the King's fresh corpse will trigger a new conversation with the gaurds in your module. 1) Using the trigger paint tool, lay down a "generic" trigger at a location where the PC will cross it in order to see the King's dead corpse. 2) Edit the script for trigger via OnEnter script editor; 3) CODE THE FOLLOWING
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All Triggers Scripts
📄 boss_room
📄 falling_trap
📄 finger
📄 giev_xp_disarm
📄 giev_xp_disarm_002
📄 giev_xp_disarm_003
📄 giev_xp_disarm_004
📄 laughing_trap
📄 random_enc_high
📄 repulsion_script
📄 repulsion_script_002
📄 repulsion_script_003
📄 repulsion_script_004
📄 set_variable
📄 shut_lock_door
📄 spiked_corridor
📄 traps_that _trigger