simplier, but more cumbersome (less efficient and~or less organized method ~ more work you got to do possibly depending on how much stuff you got in game):
(more advanced method: lists and~or dictionaries, which I won't cover here, too hard to explain, lol)
1A. NPC -> Attributes -> Add ->
Name: topic_name_npc_name (example: legendary_sword_wise_owl)
Type: (Boolean or Integer or String ~ whichever you want to use)
Value: (depends on Type: boolean == wise_owl.legendary_sword = false, Integer = 0, String = legendary_sword_wise_owl_topic)
NPC -> Ask~Tell (Tab) -> Add a script ->
If (example: wise_owl.legendary_sword = true) {
-> msg (where is it?)
}
else {
-> msg (why do I need it?)
}
2. Unfortunately, If I remember correctly, the Ask/Tell scripts only uses a "yes/no" structure, so this probably won't be an option for you.
just add~create a "talk" verb of your own (this will override the default~core quest engine talk verb script, which is completely fine to do so, it won't cause any problems, aside from using your own talk verb scripts and not the default talk verb script. It doesn't actually override the default talk verb, the game will just use yours instead of the default, so if you want the default to be used, just delete your own talk verbs)
3. NPC -> Attributes -> Add ->
Name: hostility
Type: Integer
Value: 0 (or whatever you want as the starting~intial value for your npcs)
NPC -> Attributes -> Add ->
Name: hostile
Type: boolean
Value: false
then just set it where you want it, for example:
ask npc about marrying his daughter -> set variable or attribute -> npc.hostility = npc.hostility + 100
turnscript:
If (npc.hostility > 50) {
-> npc.hostile = true
}
where ever (what script where) you want this:
if (npc.hostile = true) {
-> then (whatever you want, whatever script you want)
}
4. if you're able to use ~ work with ~ the code, then this is very useful:
http://quest5.net/wiki/Category:All_Fun ... t_Commandsenjoy

--------------------------------
"Object Counters"
Adder:
object_name.object_integer_attribute = object_name.object_integer_attribute + (your value amount)
Subtractor:
object_name.object_integer_attribute = object_name.object_integer_attribute - (your value amount)
Multiplier:
object_name.object_integer_attribute = object_name.object_integer_attribute * (your value amount)
Dividor:
object_name.object_integer_attribute = object_name.object_integer_attribute / (your value amount)
---------------------------------------
An Example:
Starting npc's, named "HK", "strength" 's value:
"object counter" -> HK.strength = 0
A created "Drink" verb on a created object named, "str_pot_100", and it's script line:
"adder" -> HK.strength = HK.strength + 100
--------------------------------------------
"increase object counter"
is actually an
equation~formula using "Set a variable or attribute", so there's no actual~direct script command for it.
as shown above:
initial~old HK's strength attribute's value: HK.strength = 0
Equation~Formula ("Adder") script: HK.strength = HK.strength + 100
HK.strength (new value) = HK.strength (old value) + 100
HK. strength (new value) = (replace this old value HK.strength with what it is, which is: 0) + 100
HK.strength (new value) = 0 + 100
HK.strength (new value) = 100
new HK's strength attribute's value: HK.strength = 100
------------------------
"add a value to a list"
http://quest5.net/wiki/List_addhttp://quest5.net/wiki/ListCombinelists and especially dictionaries are a bit more difficult to work with and understand for noobs, you may not be ready for this yet.
http://quest5.net/wiki/Using_Listshttp://quest5.net/wiki/List_addhttp://quest5.net/wiki/ListCombineetc etc etc
http://quest5.net/wiki/Using_Dictionarieshttp://quest5.net/wiki/Dictionary_addetc etc etc
----------------------
P.S.
I'm referencing the code, so I think the GUI~Editor lines you mentioned, indeed are correct, for doing the things you want. I think those GUI~Editor things are the right things that will do what you want. you guessed them correctly (I think ~ I'm too lazy to open up quest in the GUI~Editor to make sure, lol).
I don't think the wiki has GUI~Editor lines, or much of any GUI~Editor stuff, but I could be wrong.