Search found 6 matches

by flyingv
Wed May 08, 2024 3:48 am
Forum: Dialogue System for Unity
Topic: Dialogue Response Item with dynamic labels (XP, Reward, New weapon)
Replies: 5
Views: 185

Re: Dialogue Response Item with dynamic labels (XP, Reward, New weapon)

What if I need to output several reward items on response item? For example, 15 XP AND 100 amount of ammo? (See attachment)

Is it possible to create a new array or list field? Something like this: [{RewardName: "Money", RewardAmount: 100}, [{RewardName: "XP", RewardAmount: 15}]
by flyingv
Fri Apr 26, 2024 5:26 am
Forum: Dialogue System for Unity
Topic: Dialogue Response Item with dynamic labels (XP, Reward, New weapon)
Replies: 5
Views: 185

Dialogue Response Item with dynamic labels (XP, Reward, New weapon)

Hi!

I need a similar response system as in the attachment below (+5000 money, +1 weapon). Is there any built-in functionality?
Thanks.
by flyingv
Sun Apr 14, 2024 11:44 am
Forum: Dialogue System for Unity
Topic: UI label above NPC's head (has character quest to give?)
Replies: 1
Views: 42

UI label above NPC's head (has character quest to give?)

Hi! I need to create the same as on the image below label above my NPC character when there are any unassigned quests to complete. When "no quests" -> only name, "main quest" -> star icon plus name, "secondary quest" -> exclamation mark plus name https://cdn.nichesites....
by flyingv
Thu Apr 11, 2024 4:04 am
Forum: Dialogue System for Unity
Topic: Multiple Conversations support per one NPC
Replies: 3
Views: 84

Re: Multiple Conversations support per one NPC

Tony Li wrote: Wed Apr 10, 2024 10:40 am 2. Or add a Dialogue System Trigger for each quest, and set the Conditions so that only one of them at time will be valid.
Ok, I think that's my option.

Thanks for the help!
by flyingv
Wed Apr 10, 2024 4:12 am
Forum: Dialogue System for Unity
Topic: Multiple Conversations support per one NPC
Replies: 3
Views: 84

Multiple Conversations support per one NPC

Hello! I have several quests and conversations that give one NPC (MyNPC1) throughout the game. For example, I finished the quest, and MyNPC1 started a new conversation for another quest, etc. I don't understand how to create that functionality, because there is only one DialogueSystemTrigger attache...