Conditions
Last updated
Last updated
Conditions can be added to a NarrativeEvent or to a DialogueMessage.
Conditions prevent an Event from triggering unless the condition is met. They can also prevent a specific dialogue message or effect from triggering under an event.
If there are more than one condition on the same event, all of them must be true for the event to trigger.
(In this case, this event will only trigger if the CollectGift quest is active).
(In this case, when FirstTalk event is triggered, Msg1 and Msg2 will always be displayed, but Msg3 has two possible variants based on the actor relation value.)
Custom Int/Float/String: will check if a custom value is set to a specific value.
IsVisible: will check if a GameObject exists and if it's active.
InsideRegion: will check if a GameObject is inside a region. Quest Started/Active will check quests status.
EventTriggered: Will check if another Event was triggered before. The event checked will need to have an Event ID for this to work.
ActorRelation: Check an actor’s relation value set by other effects.
It is possible to code your own Conditions, see the scripts section.