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> Global Not Setting, And one other thing...
Sir_Carnifex
post Jun 22 2008, 04:05 AM
Post #1





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.


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"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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Tervadh
post Jun 22 2008, 02:41 PM
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Posts: 49
Joined: 20-October 06




QUOTE(Sir_Carnifex @ Jun 22 2008, 12:05 AM) *
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.
It's a stat (stats.ids) not a state (state.ids). So you can do a StatCheck and then apply a Drunkenness modifier (opcode #94) via spell, etc.


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"Humor is an affirmation of dignity, a declaration of man's superiority to all that befalls him." -Romain Gary, Promise at Dawn
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Sir_Carnifex
post Jun 22 2008, 10:43 PM
Post #3





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Posts: 490
Joined: 8-April 08
From: U.S.A




QUOTE(Tervadh @ Jun 22 2008, 09:41 AM) *
QUOTE(Sir_Carnifex @ Jun 22 2008, 12:05 AM) *
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.
It's a stat (stats.ids) not a state (state.ids). So you can do a StatCheck and then apply a Drunkenness modifier (opcode #94) via spell, etc.
I'll take a look and see what I can do. Thanks

About that variable not triggering, I solved it. Even though Weidu accepted my method of using the chain style in the APPEND to have Korgan have two lines before setting the variable, the game didn't like that. I had to put the variable after the first line, then GOTO another APPEND of Korgan's banter file. It works fine now.

Just for a visual, the edited version:

CODE
APPEND BKORGAN
IF ~InParty("CXHalbo")
See("CXHalbo")
!Dead("CXHalbo")
!StateCheck("CXHalbo",STATE_SLEEPING)
Global("KorganHalbo1","GLOBAL",0)~ THEN BEGIN KorganHalboTalkDwarf1
SAY ~Blah Blah.~
IF ~~ THEN DO ~SetGlobal("KorganHalbo1","GLOBAL",1)~ GOTO KorganHalboTalkDwarf1.01
END
END

APPEND BKORGAN
IF ~~ THEN BEGIN KorganHalboTalkDwarf1.01
SAY ~Blah Blah.~
IF ~~ THEN EXTERN BCXHALBO KorganHalboTalkDwarf1.1
END
END



Off the subject here but... While working with Korgan, I noticed that he's always repeating his first second* PC dialogue like the variable isn't setting there. Is this a bug that came with the game, or did I somehow mess something up?

*EDIT

Another Edit. I forgot to answer Moongaze. Sorry 'bout that!

QUOTE(Moongaze)
"The next in the series" being the next part of the same banter, or an entirely new banter block that needs to fire after the current one being finished? In the latter case, I tend not to use APPEND and EXTERN if it only involves my NPC and a Bioware NPC... and I'd set a timer if I don't want the internal banter engine to randomly choose when to fire the follow-up to the previous dialogue.

It's a new banter block. I do use APPEND and EXTERN because of the complicated nature of what I'm doing. Well, it's complicated for me anyway! Maybe once I get more experience, I'll learn simpler ways to do these things. For now, go with what works. smile.gif

Oh, and the second dialogue uses the J.DLG, so the banter timer doesn't come into play.

This post has been edited by Sir_Carnifex: Jun 22 2008, 11:22 PM


--------------------
"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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Posts in this topic
Sir_Carnifex   Global Not Setting   Jun 22 2008, 04:05 AM
Bookwyrme   One way to check to see if it is or is not setting...   Jun 22 2008, 06:01 AM
Sir_Carnifex   Thanks, I'll check to see if it sets. I didn...   Jun 22 2008, 06:06 AM
Sikret   Variabes take a little bit time to be set. If you ...   Jun 22 2008, 06:31 AM
Moongaze   "The next in the series" being the next ...   Jun 22 2008, 09:11 AM
Tervadh   The second question is: How do I go about setting...   Jun 22 2008, 02:41 PM
Sir_Carnifex   [quote name='Sir_Carnifex' post='32497' date='Jun ...   Jun 22 2008, 10:43 PM
Moongaze   [quote name='Sir_Carnifex' post='32531' date='Jun ...   Jun 23 2008, 06:06 AM
Sir_Carnifex   The second question is: How do I go about setting...   Jun 24 2008, 02:07 AM
Bookwyrme   CHAIN rules.   Jun 22 2008, 11:54 PM
Bookwyrme   I wouldn't mind seeing a demonstration myself ...   Jun 24 2008, 02:50 AM
kulyok   Look at Xan's code: there's an intoxicatio...   Jun 24 2008, 10:59 AM
Sir_Carnifex   Alright, I may be wrong, but it looks like that sc...   Jun 24 2008, 09:58 PM
Tervadh   Alright, I may be wrong, but it looks like that sc...   Jul 20 2008, 08:13 PM
Sir_Carnifex   Eh, sorry for the late response... e-mail notifica...   Jul 23 2008, 03:31 AM
Daulmakan   Can't you do a SetStat for it after the dialog...   Jun 25 2008, 01:17 AM
Sir_Carnifex   I could if I knew how. First, I don't remembe...   Jun 25 2008, 02:23 AM
Sikret   The method to do it is very easy. You make a custo...   Jun 25 2008, 06:12 AM
Sir_Carnifex   The method to do it is very easy. You make a custo...   Jun 25 2008, 06:12 PM


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