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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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![]() Retired team member Posts: 490 Joined: 8-April 08 From: U.S.A ![]() |
Alright, I may be wrong, but it looks like that script only checks to see if the player is intoxicated. If it checks out, then it initiates the dialogue. I'm trying to do something a little different. Namely, have a character who is NOT drunk get set to intoxicated AFTER a dialogue. I don't see any SetStat action, so I assume that I have to do something with all that gibberish Tervadh mentioned.
Me after looking at it ---> ![]() -------------------- "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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#3
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![]() Forum Member Posts: 49 Joined: 20-October 06 ![]() |
Alright, I may be wrong, but it looks like that script only checks to see if the player is intoxicated. If it checks out, then it initiates the dialogue. I'm trying to do something a little different. Namely, have a character who is NOT drunk get set to intoxicated AFTER a dialogue. I don't see any SetStat action, so I assume that I have to do something with all that gibberish Tervadh mentioned. Eh, sorry for the late response... e-mail notifications only work half the time it seems.What Sikret said is accurate. There is in fact already a spell to apply drunkenness in the game (spwish33) though as a wish spell I think this makes everyone drunk, so you may want your own version ![]() CODE IF I'm sure someone's come up with something more sophisticated by now.Global("mydrunk","GLOBAL",0) CheckStatLT(LastTalkedToBy(),50,INTOXICATION) THEN RESPONSE #100 SetGlobal("mydrunk","GLOBAL",1) ApplySpellRES("SPWISH33",LastTalkedToBy()) END You can use the same opcode on an item, to make (for example) a bottle of wine that increases drunkenness when consumed. This post has been edited by Tervadh: Jul 20 2008, 08:15 PM -------------------- "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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