How to make conversation repeatable?

Mactadilis

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I have a quest which has multiple choices involving story (ask for direction, ask for money etc.) Conversation will always end in either "Accept quest" or "Decline quest". If user accepts quest I can easily proceed with programming and switches, but I'm stuck in thinking how to repeat that whole conversation if user chooses "Decline quest". I don't want it to go to choice again, but at the very start of interaction.

Thank you!
 

Poryg

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Label->jump to label
 

Mactadilis

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Tried that. I maybe set a wrong question. When I press decline quest. I want to end interaction with npc, and then when I interact again, conversation starts from start.
 

Silva

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This is the default behaviour, if you have nothing else happen after the player chooses to decline quest the next time he talks to the NPC the dialogue will restart.

If you're using a switch to move to another page at the end of the event you'll have to make sure this is included within the "accept quest" branch, or it will move to the next page regardless of what choice the player makes.
 

Poryg

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In that case have a label. Turn on a switch right behind the label. And if the switch is on, you'll jump to label from the beginning of the page.
 

Bex

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Loop
Textbox + Show choices
answer 1 Textbox "Oh Goodbey than" + Break Loop
answer 2 Textbox "Thanks you accepted the Quest" + Control Switch to ON + Break Loop
answer 3 Textbox "Tell me about the Princess"
Loop Above

Answer1 is saying goodbey and the event ends, but you can talk to it again.
Answer2 is taking the quest, the Conversation ends and the condition for the next eventpage got turned on.
Answer3 is a normal conversation option, the talk choices will appear again.
 

mlogan

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You don't need labels or loops. As Silva said, this is the default behavior. When you create a choice branch, you can select an answer to be the default - this means the cursor will be flashing on that answer by default. You can also choose an answer for Cancel.

choices1.png

You can set things to happen for each choice. If do not want to repeat the dialog when the quest is accepted, set a self-switch and create a second page with a condition of that self-switch. You can put new dialog or nothing on this page it is up to you.
choices2.png

As you can see, for Decline Quest, I put in for nothing to happen. It was selected as the Cancel option, so when a player accepts Decline Quest, the event will end and interacting with this event again will simply repeat this page.

For the second page, I left it blank, but you can put what you want to happen after accepting there.
choices3.png
 

Andar

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Tried that. I maybe set a wrong question. When I press decline quest. I want to end interaction with npc, and then when I interact again, conversation starts from start.
That is the default behaviour - on action button all events start from the beginning of the active page again.

If that does not happen, then you have done something with the event that prevents this from happening and we need to see screenshots of the event to tell you how to do them correctly.
First guess would be that you've split the conversation ove several different event pages - if you had done that (which is rarely a good idea) then you need to remove all conditions you set to get back to the original active page. Better solution would be to recombine the conversation into a single page.
But that is only a guess - if you did something else that would not work. Which is why we need to see how you disabled the default restart functions.
 

Mactadilis

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Thank you all for your help! I finally did it using only default behaviour. I had a switch for one thing. First two NPC will talk, and then i start talking and they turn to me. I used switch to do that. After removing it, default behaviour kicked in. @mlogan also solved "accept quest" problem with a new blank page. Thank you, and thank you all for really god advices!
 

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