Re: Are these possible? [message #62014 is a reply to message #62008] |
Thu, 31 March 2011 00:09 |
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JohnDoe wrote on Wed, 30 March 2011 22:49 |
Balthazzar wrote on Wed, 30 March 2011 12:49 | So there are kind of variables enabled by certain actions?
| Not variables. Quest sections use the variables, you use the quest sections, that's the best we can do. So you find a quest that has as close to the conditions that you want, for example let's say you want hidden pirate treasure to show up here at some point in the game. You can use the quest sections of constant quests like chicken kicking, fishing, Avo/Skorm chapels, etc. And when those quests become active, so do the TNG scripts.
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Examples: http://fabletlcmod.com/wiki/doku.php?id=scripting:time_based _script
this is not an exit.
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