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#1
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![]() Retired team member Posts: 490 Joined: 8-April 08 From: U.S.A ![]() |
I'm having a problem with a global variable not setting properly. This dialogue works fine, but I can't get the next in the series to occur unless I manually set it. Yet, you'd think that if it weren't being changed, that the initial dialogue would repeat over and over, but it doesn't.
Here's the code: CODE APPEND BKORGAN IF ~InParty("CXHalbo") See("CXHalbo") !Dead("CXHalbo") !StateCheck("CXHalbo",STATE_SLEEPING) Global("KorganHalbo1","GLOBAL",0)~ THEN BEGIN KorganHalboTalkDwarf1 SAY ~Blah Blah.~ = ~Blah Blah.~ IF ~~ THEN DO ~SetGlobal("KorganHalbo1","GLOBAL",1)~ EXTERN BCXHALBO KorganHalboTalkDwarf1.1 END END The second question is: How do I go about setting a character's state to intoxicated? I couldn't find any specific state for that. The only thing I could find was the wish spell. -------------------- "Once the game is over, the king and the pawn go back into the same box." - Italian Proverb
"I like criticism, but it must be my way." - Mark Twain "A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort." - Herm Albright |
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#2
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![]() Forum Member Posts: 49 Joined: 22-July 04 ![]() |
One way to check to see if it is or is not setting is to use CLUAConsole:GetGlobal("KorganHalbo1","GLOBAL")
That will tell you if it's set. I suggest also checking the conditions for the next talk firing to make sure that you have typed the Global the exact same way--typos, I report from experience, are fairly easy. If that doesn't work, maybe you could also post the triggering conditions for the next talk for people to see. |
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Lo-Fi Version | Time is now: 29th August 2025 - 08:43 AM |