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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: 20-October 06 ![]() |
The second question is: 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.
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. -------------------- "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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#3
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![]() Retired team member Posts: 490 Joined: 8-April 08 From: U.S.A ![]() |
The second question is: 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.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. 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 *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. ![]() 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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#4
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Forum Member Posts: 467 Joined: 23-February 05 From: My den ![]() |
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. ![]() Oh, and the second dialogue uses the J.DLG, so the banter timer doesn't come into play. Egh, you're already better at this than I am, I see. Sorry I could not be of any help. This post has been edited by Moongaze: Jun 23 2008, 06:06 AM -------------------- -Transition into darkness-
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