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> using I_C_T, for what action triggers?
jastey
post Oct 18 2004, 08:30 PM
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From: Germany




Hi everyone,

for using I_C_T to put in a remark of my NPC in an existing dialogue, I have to check whether the action triggers (if there are any) in the original dialogue will allow this. So it's obvious that I can't I_C_T if there is an
CODE
IF ~~ THEN Enemy()

because then *my* NPC will turn hostile - whereas the character in game remains standing. This example was quite obvious, but how about other action triggers?

"TakePartyGold(100)" for example leads to the person actually *having* these 100 gp (after killing, for example).
So, can I I_C_T here, or will it be my NPC (i.e. the group..) getting the money then? And what about TakePartyItem etc. ?

Anyone knowing more action triggers for which it's no good idea to I_C_T?

Thanks! smile.gif
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CamDawg
post Oct 19 2004, 02:07 AM
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In WeiDU v163, Wes added INTERJECT_COPY_TRANS2 which works exactly as I_C_T but leaves the actions with the original speaker; i.e. you can use it safely in a state with an Enemy() action without it being transferred to the person interjecting.


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jastey
post Oct 19 2004, 07:06 AM
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linkeek.gif Now THAT is.. Wow! Thank you for this information, I feel like a dream came true. happy2.gif
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