• Support
  • Turning an NPC turn hostile through dialogue choice

Right now im using this:
entity["merchant1"].behavior["interaction_by_player"] = "none";
entity["merchant1"].behavior["attackable_in_realtime"] = true;
entity["merchant1"].behavior["hostility"] = "always";
entity["merchant1"].behavior["player_interest"] = "seek";

It does make the NPC attackable, but it will not attack the player even if damaged

    trying a premade behavior didn't work either..
    any ideas? is it a bug or am i missing something?

    Hmm, I vaguely recall this was a problem with an earlier version of RPG in a Box but thought it got fixed. Maybe flag it as a bug instead?

    • d_b likes this.

    Slayer I have already set it up so that the NPC entity will be replaced by a hostile clone, but this is definitely a better solution. Thanks!