Working With Conversations and Interactions

## Objective

The goal of this guide is to introduce creating Quest Items, using Variables, creating a  Conversation, and making Props interactable. Advancing further into the Secret Lab is going to require interacting with a Computer. This will trigger a Conversation and result in acquiring a Quest Item. We're also going to set a Variable in the conversation; if the player has a high enough skill, this Quest Item will allow progress through a Door.

1. Create a Quest Item
2. Create a Variable
3. Create a Conversation
4. Make a Prop Interactable

## Creating a Quest Item

First off we'll create a quest item that can later be acquired by the player in a conversation. Quest items can be found in the Story Data view.

1. Click **File** -> Select **New Quest Item**
2. Enter an Item Name (e.g. **tut\_s01\_Security Code**)
3. Enter an UI Name (e.g. **Security Code**)
4. Enter a Description (e.g. **Access codes for the Securiy Lab doors**)

The Editor keeps all Quest Items and Conversations of the entire Content Pack in the Story Data panel. It is recommended to come up a naming scheme to help keep all your data sorted.
For example:

* c01-s01\_ConversationName
* c01-s01\_QuestItem

Like this, everything from Chapter01 - Scene01 will be grouped together.

## Create a Variable

Lets create a variable for use in the conversation. These are stored in the Scene Data view.

1. Right-Click **Variables** -> Select **Create Variable**
2. Set the **Property Name** to **AlarmOn**
3. Set the **Property Type** to **Bool**
4. Select **AlarmOn** and set the **Bool Value** to **True** by checking the box.

## Create a Conversation

With the Quest Item and Variable prepared we can go about setting up our Conversation. Conversations, like Quest Items, are stored in the Story Data view.

1. Click **File** -> Select  New Conversation
2. Name the Conversation (e.g. "tut\_s01\_Computer")
3. Select [END DIALOGUE]
	1. Click  to create a new item
	2. Select [End DIALOGUE]
	3. Enter **"Renraku Lab Systems, Operating System v3.41 -- Main Menu"** in the **Dialogue** tab.
	4. Click  and add 3 more items
4. Select the first [END DIALOGUE]
	1. Enter **Door Codes** in the **Dialogue Box**
	2. Check **Available Only Once**
	3. With **Door Codes** still selected -> Click  to create a new item
	4. Select [End DIALOGUE]
	5. Enter **"You access today's security codes."** for the Dialogue
	6. Under the **Type** drop down select **GM Voice**
	7. Click the **Conditions and Actions** Tab
	8. Click  to add a new condition
	9. Right-Click **No Effect** -> Under **Actors** -> Select **Add Item to Team**
	10. Right-Click **LightningBarrier5** -> Under **Existing Items** -> Under **Quest Items** -> Select **tut\_s01\_Security Code**
	11. Select the **Renraku Lab Systems...** node -> Click  to copy the node
	12. Select the **"You access today's..."** node -> Click  to create a new node
	13. Select [END DIALOGUE] -> Click  to paste the node as a link
5. Select the second [END DIALOGUE]
	1. Enter **Security Alarm** in the **Dialogue** **Box**
	2. Check **Available Only Once**
	3. With **Security Alarm** selected -> Click
	4. Select [END DIALOGUE]
	5. Enter "**You turn off the Alarm system"** in the **Dialogue Box**
	6. Under the **Type** drop down select **GM Voice**
	7. Click the **Conditions and Actions** tab
	8. Click   to add a new condition
	9. Select the **Renraku Lab Systems...** node -> Click  to copy the node
	10. Select the **You turn off the...** node -> Click  to create a new node
	11. Select [END DIALOGUE] -> Click  to paste the node as a link
6. Select the **Security Alarm** node
	1. Click the **Conditions and Actions** tab
	2. Click   to add a new **Prerequisite**
	3. Right-Click **No Effect** -> Select **Compare Actor Skill**
	4. Right-Click **Ranged Combat** -> Under **Preset Value** -> Select **Decking**
	5. Right-Click **Equal To** -> Under **Preset Vaue** -> Select **Greater Than or Equal To**
	6. Enter **{{CC}} Decking 3 {{/CC}}** before **Security Alarm** in the Dialogue Box

## Interactable Props

### The Computer

With the conversation all put together, we need something to start it. We'll use the computer in the corner of the southern room to make this happen.

1. Select the computer prop
2. In the **Properties View** change **Prop Name** from **Cyberterminal** to **Computer**
3. Click
4. Change Interaction Type to  Generic Interaction

### Create Trigger

We now need a trigger to fire off the conversation when the computer is interacted with

1. Create a new **Trigger** in the **Scene Data** view
2. Give the new **Trigger** a descriptive name (e.g. **prp\_Computer**)

#### When

1. Click  to create a new **When Statement**
2. Right-Click the new **When Statement** -> Select On Item Interaction
3. Set the item to "Computer"

#### Do

1. Click  to create a new **Do Statement**
2. Right-Click the new **Do** -> Under **Dialogue** -> Select Start Conversation
3. Set the **Conversation** to start with **Triggering Actor**
4. Check **Retain this Trigger After Firing**

### The Door

Now that the player can recieve the quest item, lets create a door that can use it. We can use the door in the eastern room, just north of the computer. We will create a condition that checks that the player has the security codes. For added affect, we'll make it so the door can't be opened if the alarms are still on.

1. Select the computer prop
2. Click
	1. Click  to add a new condition
		1. Right-Click **No Condition** -> Select Evaluate if Actor has Item
		2. Change **Lightning Barrier 5** to **tut\_s01\_Security Code**
	2. Click  to add a new condition
		1. Right-Click **No Condition** -> Select Comparison (bool)
		2. Change **False** to **AlarmOn**

## Testing the Scene

With everything in place it is time to test the scene. This requires the game client to be running with the content menu open.

1. Select  Test Scene
2. Select **Hire Main Character** from the Main Character Override drop down
3. Click  Test Scene
4. Switch focus to the Shadowrun game client
5. Click "Continue" when the scene has finished loading