Difference between revisions of "Quest and Dialogue Tutorial"

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== Prelude ==
== Prelude ==
Quests are everywhere in the game. Some are the "real" ones, full of dialogues, stages, objectives etc. - these are common quests, that Player accomplish while playing the game. Some quests however can be hidden to Player, and used only to run scripts to check something or set some events. They are also used for dialogues between Player and NPC, as well as between two or more NPCs or even monologues.  
Quests are everywhere in the game. Some are the "real" ones, full of dialogues, stages, objectives etc. - these are common quests, that Player accomplish while playing the game. Some quests however can be hidden to Player, and used only to run scripts to check something or set some events. They are also used for dialogues between Player and NPC, as well as between two or more NPCs or even monologues, ot even as a radio stations.




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* implementation of a dialogue.
* implementation of a dialogue.


There is only one requirement – you must be familiar with GECK environment. If you do or if you went through "My First Vault" tutorial, then we can start.
There is only one requirement – you must be familiar with GECK environment. If you do or if you went through [[:Category:Getting_Started#My_First_Vault_Tutorial_Series|My First Vault tutorial]], then we can start.




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'''NPC:''' ''Can I ask you a question?''
'''NPC:''' ''Can I ask you a question?''
</ul>
</ul>


Standard greeting, only for first dialog between Amanda and Player. As you can see, I am already using topic IDs, that will be assigned to topics in the GECK. For this topic there is only NPC response.
Standard greeting, only for first dialog between Amanda and Player. As you can see, I am already using topic IDs, that will be assigned to topics in the GECK. For this topic there is only NPC response.
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'''NPC:''' ''Could you find my teddy bear please?''<br>
'''NPC:''' ''Could you find my teddy bear please?''<br>
''I lost him while I was escaping with my mother, in Springvale School.''<br>
''I lost him while I was escaping with my mother, in Springvale School.''<br>
''He was my friend... Find him please...'' (Continue with PC choice, 3a-3e)
''He was my friend... Find him please...'' (Continue with PC choice, 3.1-3.5)
</ul>
</ul>


 
This is PC choice dialog and NPC response, also only for the first dialog between Amanda and Player. It will be followed by PC choices from 3.1 to 3.5, according to different conditions. This topic should be said only once in the game.
This is PC choice dialog and NPC response, also only for first dialog between Amanda and Player. It will be followed by PC choices from 3.1 to 3.5, according to different conditions. This topic should be said only once in the game.


<ul><li>'''3.1 aBHTopicAgreeWithChallenge'''<br>
<ul><li>'''3.1 aBHTopicAgreeWithChallenge'''<br>
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</ul>
</ul>


 
This choice will show up in the dialog menu only if Player has a children perk, actually – the ChildAtHeart perk. I want it also to be a challenge topic, with average difficulty. In case of failure it will need a special topic, but we will take care of it later on.
This choice will show up in the dialog menu only if Player has a children perk, actually – the ChildAtHeart perk. I want it also to be a challenge topic, with average difficulty. In case of failure I will need a special topic, but we will take care of it later on.


<ul><li>'''3.2 aBHTopicAgree'''<br>
<ul><li>'''3.2 aBHTopicAgree'''<br>
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</ul>
</ul>


 
The 3.4 choice will be available if Player already has a teddy bear for Amanda, before speaking with her for the first time.
The 3d choice will be available if Player already has a teddy bear for Amanda, before speaking with her for the first time.


<ul><li>'''3.5 aBHTopicByeBye'''<br>
<ul><li>'''3.5 aBHTopicByeBye'''<br>
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All set up. So how it will look like in the game, when Player begins first talk with Amanda? First Amanda will say the #1 topic, the GREETING:
All set up. So how it will look like in the game, when Player begins first talk with Amanda? First Amanda will say the #1 topic, the GREETING:


*''Can you help me?''
*NPC says: ''Can you help me?''
 
 
We will talk about greetings and goodbyes later; for now lets simulate the dialog. After the greeting from Amanda, the dialog menu will open. This is first talk between Amanda and Player, so Player will have only one choice of a dialog, topic #2:


*''Hello young lady. What can I do for you?''
We will talk about greetings and goodbyes later; for now lets simulate the dialog. After the greeting from Amanda, the dialog menu will open. This is the first talk between Amanda and Player, so Player will have only one choice of a dialog, topic #2:


* Player says: ''Hello young lady. What can I do for you?''


After Player clicks on this topic in the dialog menu, he or she will get a NPC response:
After Player clicks on this topic in the dialog menu, he or she will get a NPC response:


*''Could you find my teddy bear please?''
*NPC says: ''Could you find my teddy bear please?''
*''I lost him while I was escaping with my mother, in Springvale School.''
*NPC continues: ''I lost him while I was escaping with my mother, in Springvale School.''
*''He was my friend... Find him please...''
*NPC continues: ''He was my friend... Find him please...''
 


After this there will a couple of topics, #3.1 - #3.5, according to different conditions. Assuming this is the first talk and player do not have a teddy bear yet, then available choices will be all #3, excluding #3.4.  
After this there will a couple of topics, #3.1 - #3.5, according to different conditions. Assuming this is the first talk and player do not have a teddy bear yet, then available choices will be all #3, excluding #3.4.  
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That’s all for AI. In [[Inventory Tab|inventory]] I found RDGateKey – delete it. KIDOutfitWastelandChild04 is a standard suit for children, so I leave it. Other tabs in NPC properties I leave untouched. However, if you wish, you can play with Amanda's appearance (go [[:Category:NPC|here]] for more info about NPC).
That’s all for AI. In [[Inventory Tab|inventory]] I found RDGateKey – delete it. KIDOutfitWastelandChild04 is a standard suit for children, so I leave it. Other tabs in NPC properties I leave untouched. However, if you wish, you can play with Amanda's appearance (go [[:Category:NPC|here]] for more info about NPC).


=== Teddy Bear – quest item ===
=== Teddy Bear – quest item ===
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After this modifications I click on the OK button. Editor asks if I want to create a new form – yes, this is what I want, so my answer is Yes.
After these modifications I click on the OK button. Editor asks if I want to create a new form – yes, this is what I want, so my answer is Yes.


This object is flagged as a [[Quest Item]], and if Player takes it, he/she will not be able to remove it from the inventory. That is why quest objects usually have a Weight of 0.0000. Teddy Bear will be removed by result script, that we will set up at the end of tutorial.
This object is flagged as a [[Quest Item]], and if Player takes it, he/she will not be able to remove it from the inventory. That is why quest objects usually have a Weight of 0.0000. Teddy Bear will be removed by result script, that we will set up at the end of tutorial.


=== Adding objects to the world cells ===
=== Adding objects to the world cells ===
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I think everything is ready to start a quest building now.
I think everything is ready to start a quest building now.


== New quest ==
== New quest ==
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More information about quest data tab can be found [[Quest_Data_Tab|here]].
More information about quest data tab can be found [[Quest_Data_Tab|here]].
</center></blockquote>
</center></blockquote>


=== Quest Objectives ===
=== Quest Objectives ===
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<blockquote>
<blockquote>
Minimum objective index is 0, which should be null, with no entries, and maximum is 255.
Minimum objective index is 0 and maximum is 255.
</blockquote>
</blockquote>


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I am sure you have also noticed a distinction on #10 and #20, the quest objectives that seem to be very similar – but they are not the same. Let's proceed to the Quest Targets and I will explain what I mean.
I am sure you have also noticed a distinction on #10 and #20, the quest objectives that seem to be very similar – but they are not the same. Let's proceed to the Quest Targets and I will explain what I mean.


=== Quest Targets ===
=== Quest Targets ===


Quest Targets are defined in the [[Quest Objectives Tab]]. You can add them to any objective, first by left clicking on an item of the objectives list, and then adding a Target Ref on the list below. You can choose any reference to the object in the world, but it must a persistent reference.
Quest Targets are defined in the [[Quest Objectives Tab]]. You can add them to any objective, first by left clicking on an item of the objectives list, and then adding a Target Ref on the list below. You can choose any reference to the object in the world, but it must be a persistent reference.




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I do the same for objective #30, and as a target ref I use '''aBHAmandaFlowerREF''', which was placed earlier in the MegatonClinic interior cell. I am not adding quest targets for any other objectives, especially not for #20, because in this quest stage Player must go into the Springvale School building and search for a teddy bear. I don't want to show on the map where this object is.
I do the same for objective #30, and as a target ref I use '''aBHAmandaFlowerREF''', which was placed earlier in the MegatonClinic interior cell. I am not adding quest targets for any other objectives, especially not for #20, because in this quest stage Player must go into the Springvale School building and search for a teddy bear. I don't want to show on the map where this object is.


=== Quest Stages ===
=== Quest Stages ===
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That's all for now, we can save the data and close the Quest Window.
That's all for now, we can save the data and close the Quest Window.


=== Switching between quest stages ===
=== Switching between quest stages ===
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Our quest is active from the very beginning. Its first stage is #0 and next is #5 with the following objective:
Our quest is active from the very beginning. Its first stage is #0 and next is #5 with the following objective:
{| {{table}}
{|border="1" cellspacing="0" cellpadding="3"
| 5||I have found strange teddy bear. I should keep it, maybe it would be useful in the future.
| 5||I have found strange teddy bear. I should keep it, maybe it would be useful in the future.
|}
|}
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</pre>
</pre>


When the object is taken by the player and the quest stage is smaller than 5, we set up stage #5. We want to set this stage only once, that is why we check if the quest stage if less than 5.  
When the object is taken by the player and the quest stage is smaller than 5, we set up stage #5. We want to set this stage only once, that is why we check if the quest stage is less than 5.  


<blockquote><center>
<blockquote><center>
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</pre>
</pre>


Notice that I am using "less or equal" comparison. It is better then only "equal" and sometimes it allows to avoid some mistakes. In the IF block first processed code is this:
Notice that I am using "less or equal" comparison. It is better than only "equal" and sometimes it allows to avoid mistakes. In the IF block first processed code is this:


<pre>
<pre>
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We can save the script, close the Script Editor and add it to the aBHTeddyBear. Next stage is #10:
We can save the script, close the Script Editor and add it to the aBHTeddyBear. Next stage is #10:


{| {{table}}
{|border="1" cellspacing="0" cellpadding="3"
| 10||Go to Springvale School and search for Amanda's toy.
| 10||Go to Springvale School and search for Amanda's toy.
|}
|}
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This should be turned on after conversation between Amanda and Player, when Player agrees to find the teddy bear. We will do it in one of the dialogue topics later.
This should be turned on after conversation between Amanda and Player, when Player agrees to find the teddy bear. We will do it in one of the dialogue topics later.


{| {{table}}
{|border="1" cellspacing="0" cellpadding="3"
| 20||Search for Amanda's teddy bear somewhere inside the building.
| 20||Search for Amanda's teddy bear somewhere inside the building.
|}
|}
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BEGIN onTriggerEnter player
BEGIN onTriggerEnter player


   if getStage aBHMainQuest == 10
   if getStage aBHQuest == 10
       setStage aBHMainQuest 20
       setStage aBHQuest 20
   endif
   endif


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When Player enters the trigger zone and if quest stage index is equal to 10,  and only then, we switch the stage to #20 – easy enough. Now assign this script to the aBHSpringvaleSchoolTrigger and we are done.
When Player enters the trigger zone and if quest stage index is equal to 10,  and only then, we switch the stage to #20 – easy enough. Now assign this script to the aBHSpringvaleSchoolTrigger and we are done.


{| {{table}}
{|border="1" cellspacing="0" cellpadding="3"
| 30||Go to the Clinic in Megaton and give to Amanda her teddy bear.
| 30||Go to the Clinic in Megaton and give to Amanda her teddy bear.
|-
|-
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These stages will be set in a dialogue. But before we can do it, we must add some dialogue topics.
These stages will be set in a dialogue. But before we can do it, we must add some dialogue topics.




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We also need to know about two main dialog elements:
We also need to know about two main dialog elements:
* '''Response''' – this is what NPC says. Text of a response can added to selected topic in Info fields, and edited in Info Details. If you want to have continuous speaking on one topic, for selected Info you should add some texts in Response Text fields. By default max length is 150 chars.  
* '''Response''' – this is what NPC says. Text of a response can added to selected topic in Info fields, and edited in Info Details. If you want to have continuous speaking on one topic, for selected Info you should add some texts in Response Text fields. By default max length is 150 chars.  
* '''Topic Text''' – this is what PC says, this a text displayed as a choice for Player in dialog menu, but only if the Prompt field is empty. If there is a text in the Prompt field, then it will be used instead of Topic Text.
* '''Topic Text''' – this is what PC says, this a text displayed as a choice for Player in dialog menu, but only if the '''Prompt''' field is empty. If there is a text in the Prompt field, then it will be used instead of Topic Text.
 


Let's start. If you wish, you can take a look at the top of this page to see the dialog design.


Let's start. If you wish, you can take a look at the top of this page to see the dialog design again.




=== Adding special topics ===
=== Adding special topics ===


Every dialogue starts with a NPC greeting, so we must add it in our quest.
Every dialogue starts with a NPC greeting, so we must add it in our quest. Actually it is not a must, but it is always better to have a custom greeting for a custom quest.




In the quest window go to the Topics tab, right click on the list to the left of the window and choose Add Topic option. The Select Topic window will open, with a list of all topics that were not used in selected quest. Search for the GREETING topic, left click on it and approve the selection by clicking on the OK button (or double-left click on the topic).
In the quest window go to the [[Topics Tab]], right click on the list to the left of the window and choose '''Add Topic''' option. The Select Topic window will open, with a list of all topics that were not used in selected quest. Search for the GREETING topic, left click on it and approve the selection by clicking on the OK button (or double-left click on the topic).




Now we have a GREETING in our quest, however we cannot leave it as is, we must add our unique text of the greeting. In game there are already many GREETING topics, but each of them use different texts, different Info entries. We only borrow the GREETING topic ID, which is the special one, used by NPC to greet Player.
Now we have a GREETING in our quest, however we cannot leave it as is, we must add our own text of the greeting. In game there are already many GREETING topics, but each of them use different texts, different Info entries. We only borrow the GREETING topic ID, which is the special one, used by NPC to greet Player.




Right click on the Info list and New, and the New Response window will open. In Response Text we enter the following text:
Right click on the '''Info''' list and '''New''', and the New Response window will open. In Response Text we enter the following text:
*''Can I ask you a question?''
*''Can I ask you a question?''




If you wish, in '''Script Notes''' and '''Edit''' fields you can add some notes. In '''Idle Animations''' you can set up some animations for a Speaker (NPC is speaking the greeting); Player is a Listener, so in this case we cannot use any animations. These fields refer only to NPC. In '''Audio settings''' it is possible to choose an '''Emotion Type''' for the response, as well as an '''Emotion Value'''; the greater value, the more emotions are on the Speaker. '''Voice filenames''' are generated automatically and we will handle them later.  
If you wish, in '''Script Notes''' and '''Edit''' fields you can add some notes. In '''Idle Animations''' you can set up some animations for a Speaker (NPC is speaking the greeting); Player is a Listener, so in this case we cannot use any animations. These fields refer only to NPC. In '''Audio settings''' it is possible to choose an '''Emotion Type''' for the response, as well as an '''Emotion Value'''; the greater value, the more emotions are on the Speaker. '''Voice filenames''' are handled automatically, we don't need them, unless you record your own voiceover for dialogues.




Close the New Response window. In the Quest window, in upper right corner there some useful options:
Close the New Response window. In the Quest window, in upper right corner there are some useful options:
* '''Top-level''' checkbox – tick it and the response will show up as first on the list of available topics in dialog menu in game.
* '''Top-level''' checkbox – tick it and the response will show up as first on the list of available topics in dialog menu in game.
* '''Rumors''' – not used.
* '''Rumors''' – not used.
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In my quest there is another greeting. Add it by right click on an empty line of the Info list. The response text is this:
In my quest there is another greeting. Add it by right click on an empty line of the Info list. The response text is this:


''Do you have a teddy bear for me?''
* ''Do you have a teddy bear for me?''




This text can be repeated many times, while doing the quest Player can always speak with Amanda, so I do not tick the Say Once checkbox.
This text can be repeated many times, while doing the quest Player can always speak with Amanda, so I do not tick the "Say Once" checkbox.


<blockquote><center>
<blockquote><center>
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</center></blockquote>
</center></blockquote>


Later we will came back to this topic and add some conditions and links, but now let's fill the list with other topics.
Later we will come back to this topic and add some conditions and links, but now let's fill the list with other topics.
 




=== Adding custom topics ===
=== Adding custom topics ===


In my scenario, after the greeting there is a choice for Player, topic aBHTopicWelcome with the following text:
In my scenario, after the greeting there is a choice for Player, a topic '''aBHTopicWelcome''' with the following text:
* ''Hello young lady. What can I do for you?''
* ''Hello young lady. What can I do for you?''




To add this topic, right click on the list to the left of the window and choose Add Topic option. The Select Topic window will open, with a list of all already existing topics. There is no aBHTopicWelcome, so we must add it – the steps are simple and we do as usual: right click on the list in the Select Topic window and New; enter '''aBHTopicWelcome''' as a topic ID.
To add this topic, right click on the list to the left of the window and choose '''Add Topic''' option. The Select Topic window will open, with a list of all already existing topics. There is no aBHTopicWelcome, so we must add it – the steps are simple and we do as usual: right click on the list in the Select Topic window and '''New'''; enter '''aBHTopicWelcome''' as a topic ID.
 


We have our custom topic on the list. As you can see in the upper side of the quest window, the Topic Text is the same as topic ID: aBHTopicWelcome. Let's leave it as is, and add Player's choice text in the Prompt field. Click in this field and enter:
* ''Hello young lady. What can I do for you?''


We have our custom topic on the list. As you can see in the upper side of the quest window, the Topic Text is the same as topic ID: aBHTopicWelcome. Let's leave it as is.


As '''Response Text''' add the following:
Now create another new Info with the response text:
* ''Could you find my teddy bear please?''
* ''Could you find my teddy bear please?''


and add Player's choice text in the '''Prompt''' field. Click in this field and enter:
* ''Hello young lady. What can I do for you?''


This is what Amanda will say, after she greets Player and when Player clicks on Hello young lady. What can I do for you? dialog choice in dialog menu. Easy, isn't it? Right click once again on an empty line in Response Texts list and add another entry:
Amanda will say this response after she greets Player and when Player clicks on Hello young lady. What can I do for you? dialog choice in dialog menu. Easy, isn't it? Right click once again on an empty line in Response Texts list and add another entry:
* ''I lost it in Springvale School while I was escaping with my mother.''
* ''I lost it in Springdale School while I was escaping with my mother.''




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'''Topic ID:''' aBHTopicHaveTeadyBear<br>
'''Topic ID:''' aBHTopicHaveTeddyBear<br>
'''Prompt:''' Yes, I have found a toy with your name on it. Here it is.<br>
'''Prompt:''' Yes, I have found a toy with your name on it. Here it is.<br>
'''Response:''' Thank you.<br>
'''Response:''' Thank you.<br>
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'''Topic ID:''' aBHTopicHaveTeadyBear<br>
'''Topic ID:''' aBHTopicHaveTeddyBear<br>
'''Prompt:''' Yes, I have this toy. Here it is.<br>
'''Prompt:''' Yes, I have this toy. Here it is.<br>
'''Response:''' Thank you.<br>
'''Response:''' Thank you.<br>
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There are two different Prompts for aBHTopicHaveTeadyBear topic, because there are also two different ways for Player to do the quest: finding the teddy bear and then speaking with Amanda or speaking with Amanda first, and finding the quest item.
There are two different Prompts for aBHTopicHaveTeddyBear topic, because there are also two different ways for Player to do the quest: finding the teddy bear and then speaking with Amanda or speaking with Amanda first, and finding the quest item.
 
 


=== Linking the topics ===
=== Linking the topics ===
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Let's go back to the point and link some topics. In my quest the dialogue is simple, so there will not be too many links. Click on the GREETING topic and Can I ask you a question? Info text. For this I have planned only one Player's choice, that is topic aBHTopicWelcome. Right click in the Choices field and add this topic.
Let's go back to the point and link some topics. In my quest the dialogue is simple, so there will not be too many links. Click on the GREETING topic and "''Can I ask you a question?''" Info text. For this I have planned only one Player's choice, that is topic '''aBHTopicWelcome'''. Right click in the Choices field and add this topic.




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*aBHTopicByeBye
*aBHTopicByeBye


Add each of this topics in Choices field of aBHTopicWelcome topic.
Add each of this topics in '''Choices''' field of aBHTopicWelcome topic.




Now go back to the GREETING and click on the second response with "Do you have a teddy bear for me?" Info text. This time there is a list full of possibilities. The Choices field should contain the following topics:
Now go back to the GREETING and click on the second response with "''Do you have a teddy bear for me?''" Info text. This time there is a list full of possibilities. The '''Choices''' field should contain the following topics:
*aBHTopicHaveTeddyBear
*aBHTopicHaveTeddyBear
*aBHTopicNotYet
*aBHTopicNotYet
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The first three choice topics are simple: Player has the teddy bear, doesn't have it yet or disagree to bring it. This second GREETING Info text doesn't have the Say Once flag, it can be used in game many times. At first talk with Amanda Player can refuse to help her, that is why it should be another possibility to start the quest with aBHTopicAgree topic. I have also added the ByeBye to prevent displaying a generic GOODBYE.
The first three choice topics are simple: Player has the teddy bear, doesn't have it yet or disagree to bring it. This second GREETING Info text doesn't have the Say Once flag, it can be used in game many times. At first talk with Amanda Player can refuse to help her, that is why it should be another possibility to start the quest with aBHTopicAgree topic. I have also added the ByeBye to prevent displaying a generic GOODBYE.




=== Linking the challenge topic ===
=== Linking the challenge topic ===
   
   
First we must add another special topic: SpeechChallengeFailure. You already know what it is for, don't you? This is only a response topic, it should have no Prompts. The response is the following:
First we must add another special topic: '''SpeechChallengeFailure'''. You already know what it is for, don't you? This is only a response topic, it should have no Prompts. The response is the following:
* ''No, he is my friend, a special one.''
* ''No, he is my friend, a special one.''




It should be linked from aBHTopicAgreeWithChallenge topic, so add it in the Link From field. Now, in game, if Player succeed with a speech challenge, the response will be taken from aBHTopicAgreeWithChallenge. In case of failure, there will be displayed SpeechChallengeFailure response.
It should be linked from aBHTopicAgreeWithChallenge topic, so add it in the '''Link From''' field. Now, in game, if Player succeed with a speech challenge, the response will be taken from aBHTopicAgreeWithChallenge. In case of failure, there will be displayed SpeechChallengeFailure response.


That's all about linking. Let's make some conditions.
That's all about linking. Let's make some conditions.




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These are very important for the quest. If there are no conditions for the topics, every one of them will be displayed almost always and every NPC could use them.
These are very important for the quest. If there are no conditions for the topics, every one of them will be displayed almost always and every NPC could use them.


The first condition is very simple and very common – the dialogue can take place only between Player and Amanda. Right click on an empty line of the Conditions and add New entry. You will get the Condition Item window with some fields to be filled in:
The first condition is very simple and very common – the dialogue can take place only between Player and Amanda. Right click on an empty line of the Conditions and add New entry. You will get the '''Condition Item''' window with some fields to be filled in:
*'''Condition Function''': by default it is GetIsID function. This is the most common function for dialogue topic conditions, that is why it is default, and this is exactly what we want now. Do not change it.
*'''Condition Function''': by default it is GetIsID function. This is the most common function for dialogue topic conditions, that is why it is default, and this is exactly what we want now. Do not change it.
*'''Function Parameters''': According to the function type, in this field it is possible to give some parameters. If the condition function has parameters, this field will be enabled, otherwise it will be not possible to choose any parameters. GetIsID has one parameter: an object. Click on it and set aBHAmandaFlower as a parameter.  
*'''Function Parameters''': According to the function type, in this field it is possible to give some parameters. If the condition function has parameters, this field will be enabled, otherwise it will be not possible to choose any parameters. GetIsID has one parameter: an object. Click on it and set aBHAmandaFlower as a parameter.  
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*'''aBHTopicNotYet''':<br>
*'''aBHTopicNotYet''':<br>
- quest stage index must be greaten than or equal to 10 (AND)<br>
- quest stage index must be greater than or equal to 10 (AND)<br>
- quest stage index must be less than 50 (AND)<br>
- quest stage index must be less than 50 (AND)<br>


=== Result scripts ===
=== Result scripts ===
Anonymous user