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#1
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Forum Member Posts: 5 Joined: 11-October 06 ![]() |
I've been trying, unsuccesfully, to figure out how to add kits to a character in BG2 via an ingame NPC, the tutor, to the PC.
The trouble is, that: CODE AddKit(I:Kit*KIT) only adds the specified kit to the creature running the script. I want my tutor to add the kit to the pc during a dialogue, where he checks for different conditions. The dialogue and the conditions are allready in place and apparantly working just fine. I just need to figure out how to add the kit. I believe I have to make him add a script to the PC, that uses the AddKit, but I can't find a way to do that either.. Can anyone help me out? Have anyone tried doing something like this? EDIT: SConrad and jastey both helped me on SHS and G3 respectively, both pointing me at: CODE ActionOverride(Player1,AddKit(I:Kit*KIT)) Now the class-name and the kit description is both missing.. Sincerelly St_Vitruvius This post has been edited by St_Vitruvius: Apr 27 2007, 10:02 AM |
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#2
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Forum Member Posts: 5 Joined: 11-October 06 ![]() |
I solved the problem! The solution was to make the NPC set a global variable in the d-file:
CODE IF ~~ THEN BEGIN yesAkhVelar SAY @22 IF ~~ THEN DO ~SetGlobal("SRPlayer1Elf_Knight","GLOBAL",1)~ EXIT END And then, adding a script to the NPC doing the rest: CODE IF Global("SRPlayer1Elf_Knight","GLOBAL",1) THEN RESPONSE #100 SetGlobal("SRPlayer1Elf_Knight","GLOBAL",2) ActionOverride(Player1,AddKit(SRElven_Knight)) SmallWait(5) PauseGame() END |
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