Default Conditions
Narrative comes with a bunch of default conditions to help kickstart your game.
Check Difficulty
Checks if the player's difficulty level matches the specified version. Useful for enabling dialogue on specific levels.
Properties
Name | Type | Description |
---|---|---|
Difficulty | ENarrativeGameplayDifficulty | The difficulty level to check against the player's. |
Check Level
Checks if the player's skill level matches the required version. Useful for enabling dialogue on specific levels.
Properties
Name | Type | Description |
---|---|---|
RequiredLevel | int | The required skill level for the player. |
Has Completed Data Task
This condition allows you to check if a Narrative Data Task has been completed to enter this node.
Using Narrative’s Data Tasks you can complete them simply by providing the task and the argument. You also have the option to provide a quantity if you want to only check if the data task has been completed a number of times.
Properties
Name | Type | Description |
---|---|---|
Task | UDataTask | This is the data task in which the task will be completed. |
Argument | FName | The value that is assigned against the data task to be completed. |
Quantity | int | The number of data task completions to check for. |
Has Item In Inventory
Checks if a specific item is present in the player's inventory.
Properties
Name | Type | Description |
---|---|---|
ItemClass | FItemClass | The class of the item to check in the player's inventory. |
Quantity | int | The number of items to check for in the inventory. |
Check Visibility | bool | Whether to check only if the item is visible in the inventory. |
Is Following Player
Checks if the specified NPC is following the player.
Properties
Name | Type | Description |
---|---|---|
NPC asset | UNPCDefinition | The NPC data asset to check for. |
Is Item Equipped
Checks if a specific item is equipped by the player.
Properties
Name | Type | Description |
---|---|---|
ItemClass | FItemClass | The class of the item to check if equipped. |
Is Quest At State
This condition allows you to check if a specified quest has arrived at a specific state.
Simply provide the Quest you want to check and the state ID in which it must have arrived.
That this condition checks if the quest is currently AT a current state. Not if a past state has been completed.
Properties
Name | Type | Description |
---|---|---|
Quest | UQuest | The quest that needs to be checked. |
State | Name | The quest state ID that needs to be checked. |
Is Quest Failed
This condition checks if a quest has ever reached the failed state.
Simply provide the Quest you want to check.
That a quest will only retain a failed state whilst it has not been forgotten or restarted.
Properties
Name | Type | Description |
---|---|---|
Quest | UQuest | The quest that needs to be checked. |
Is Quest In Progress
This condition checks if a quest is currently in progress. This means it has not reached a success or failed state.
Simply provide the Quest you want to check.
Properties
Name | Type | Description |
---|---|---|
Quest | UQuest | The quest that needs to be checked. |
Is Quest Started or Finished
This condition checks if a quest has currently started or finished. This means it has been encountered and started at least once at any state.
Simply provide the Quest you want to check.
Properties
Name | Type | Description |
---|---|---|
Quest | UQuest | The quest that needs to be checked. |
Is Quest Succeeded
This condition checks if a quest has ever reached the success state.
Simply provide the Quest you want to check.
Properties
Name | Type | Description |
---|---|---|
Quest | UQuest | The quest that needs to be checked. |
That a quest will only retain a success state whilst it has not been forgotten or restarted.