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Join Date: Dec 2007
04-26-2011, 12:56 AM
it is possible, but very tricky to do.
the main story has to end with the same action/encounter,pop up dialogue etc. that cant change. if you want it to be neutral set it as a reach marker to a door or a door tied to a click object.
but you can drop an optional dialogue onto the map, attach it to a reach marker or object for example. have the fail condition be the peaceful solution (afterwards you just fo to the door and finish) and the succeed solution spawn an encounter.
you can then attach another dialogue to spawn after the encounter has finished and give it some relevant text.
copied from another thread as a very simple example i made.
create a new dialogue from the dialogue tab.
select the map you want from the list.
make the dialogue branch. so do you want a fight - yes or no.
set yes to succeed and no to fail.
drop a reach marker onto a map (not a story one, just from the specials tab).
set the dialogue to become visible on component reached in the state/trigger tabs.
set the object to be the reach marker on the map.
then drop an npc group on the map.
set that to become visible when component completes.
select the dialogue box as the component.
you will now have a situation where when you reach the marker the dialogue box will appear. you are faced with a question of having a fight. if you select yes, the dialogue box completes and an npc group spawns and you have a fight. if you select no, the dialogue box fails and nothing spawns.
by be clever with the text you can make it look like option A leads to a combat situation, and option B lead to a diplomatic situation. By playing around with it you can also make stuff chain.
you can be even more complex with having stuff appear and disappear depending on your choices but it can get quite complex.