How can I make an NPC say something different after the initial conversation has finished?

I want their dialogue to change based on the player’s previous actions.

And yes, I searched, but all I found was one topic I was looking for but has no solution, and no answer. (Barely).

Is this with the season ticket device, or popups?

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I’m using this season ticket device, (dialogue).

If it’s possible, have the last option you click on transmit on a channel that deactivates that dialogue and activates another.

Hopefully this is an actual thing, since I don’t have the tick to check

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It doesn’t have a transport on channel “deactivate”.

It only has “close when receiving on” message. (Not permanent).

Okay, uh
Can you give me a screenie of the settings for the device?
I can try to infer stuff from there

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Hi! To find out what I can do, say @discobot display help.

@bakedpotato Okay so here it is.

Previous Dialogue


And also, if you’re wondering what "Open When Receiving On Action2 means is that the 3rd diologic device is connected to the previous device. (The last device that is Jonko’s last sentence to say).

Hardest Part (that is where I want him saying something different when the player finishes talking and comes back).

After the dialogue is closed, use a property to make it so the button/character activates a different dialogue device than it did the first time.

You have to specifically guide me on that

what do I have to do in the property? Like what?

And also, I think you need a checker for that? Or no.

wire the dialogue to the counter, when talked to, and when the counter is 1, change the dialogue or smth

Okay, let me try that.