So I'm trying to make it so there is a guardian and you have to talk to him. If you answer wrong / pick the wrong dialogue option, I want the guardian to become hostile and attack the player. But it looks like you have to make him either an NPC (which cannot be attacked ever) or a monster which cannot be used in dialogue-oriented objectives
Isn't there a way to do this??
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hmmm can't figure out how to set the npc to invisible and set an encounter to visible when choosing a particular dialogue option ?
For that matter, I can't figure out how to make a custom encounter either.
But what I still can't figure out is how to make a quest objective trigger on a particular dialogue option... ?
So the Quest objectives would be like "Talk to non-hostile NPC dude" and then "Kill hostile Encounter version of that dude." The appear/disappear switcharoo is done on the NPC and Encounter themselves independent of the Quest objectives.
The Crystal Relics - NWS-DMXNCNAVJ
Tower District Contest Entry: Undercover Brother - NW-DCD6OI9JE
Right now, I get the enemy version going down (but not disappearing right away like he should- I'm set to have him "disappear" after the encounter ends), and the "beaten" version of him appears in the same spot where the original encounter took place. The fight itself has both of us moving around.