Let's just say that we have this guy. If you talk to him, he'll say, "Please get the three items." So you need three items. Item one, item two, and item three. In this example let's give item one the item ID 0001, item two the item ID 0002, and item three the item ID 003. Lets assume that the guy's entity ID is 200 And once you have the three items and talk to this guy, he'll say "Good job on finding the three items!" So then here's how the script for the npc of the guy would work:
Code:
#0200
<KEY<ITJ0001:0201<MSG<FAC0015Please get the three
items.<NOD<CLR<END
#0201
<KEY<ITJ0002:0202<END
#0202
<KEY<ITJ0003:0203<END
#0203
<KEY<MSG<FAC0016Good job on finding the
three items!<NOD<CLR<END
When a certain event occurs, you want to set what's called a flag. In this example, put "<FL+0100" into your script. Then, put <FLJ0100:XXXX (X= the event you want the script to jump to) Then put your new event into the corresponding event number. As for making them appear at different positions, the way Pixel, most modders, and myself handle this is by making separate NPCs for the different positions, and using their disappearing and reapearing flags to move them.
Most NPCs have a list of available animations that can be used. Use this command: <ANPXXXX:YYYY:ZZZZ
X= entity ID
Y = animation number
Z = direction (0000= left, 0002= right most animations only accept those paramiters)
There is a defined list of animation numbers assigned to each animation's respective NPC type. Here is
a very handy guide for each npc and all of its available animations. Not all NPCs have walking animations though.