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#223
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Thank you very much, it helped. Could you please give me another piece of advice? How can I implement the following idea: initially, a certain building cannot be constructed in a town, but it can be unlocked and upgraded by completing a side quest. I have already created the initial dialogue window with the NPC and configured the quest (destroying a group of neutral creatures). However, I have some questions: how can I, upon completing the quest and returning to the NPC, disable the initial function with dialogue #1 and activate the function with dialogue #2 in the same region, and unlock the building as a reward?
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Function for the introduction, with dialogue #1
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function Barracks_build(hero) Barracks_hero = hero MessageBox("/Maps/SingleMissions/Time of Troubles1/Barracks_building.txt",nil) QuestionBox("/Maps/SingleMissions/Time of Troubles1/Barracks_buildingQB.txt", "Barracks_build_ok",nil); end Trigger(REGION_ENTER_AND_STOP_TRIGGER, "QuestSword", "Barracks_build",nil)
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Function for agreement, with dialogue #2
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function Barracks_build_ok() MessageBox("/Maps/SingleMissions/Time of Troubles1/Barracks_building1.txt"); SetObjectiveState("zadanie1", OBJECTIVE_ACTIVE,1); Trigger(REGION_ENTER_AND_STOP_TRIGGER, "QuestSword", "Barracks_build",nil) end
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