CODE
IF
InParty("Minsc")
!PartyHasItem("Boo")//No Boo the item
!Exists("Boo")//No Boo the space hampster
Global("VP_Boo","GLOBAL",0)//Global never has been set
THEN
RESPONSE #100
SetGlobal("VP_Boo","GLOBAL",1)//Indicates boo is healthy, or in item form
GiveItemCreate("Boo",Myself,0,0,0)
END
It sets the VP_Boo global the same way it would be set if Boo had died, and done his day of penalty time. As is done in the second block from the top:
CODE
IF
!PartyHasItem("Boo")
GlobalTimerExpired("VP_NoBoo","GLOBAL")//Set when boo died, for ONE_DAY
Global("VP_Boo","GLOBAL",2)//Also set when boo died, to indicate he is dead
THEN
RESPONSE #100
SetGlobal("VP_Boo","GLOBAL",1)
GiveItemCreate("Boo",Myself,0,0,0)
END
Not only does this code create Boo on Minsc, it eliminates the need for overwriting MINSC8.CRE,MINSC10.CRE,etc! (Your current .tp2 does precisely this... ) Other modders might have plans for these files, that do not necessarily conflict with your plans. Perhaps a new custom kit, or a cure for his head wound ???
I also have a question about this block, though I'm pretty sure you've already tested.
From Boo.BCS:
CODE
IF
Global("VP_BooThePet","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("VP_BooThePet","GLOBAL",1)
MakeGlobal()
END
Global("VP_BooThePet","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("VP_BooThePet","GLOBAL",1)
MakeGlobal()
END
Does this work properly? Does the re-creation of Boo via item (next time the item is used) create a "global boo", after he does the DestroySelf()? I know the Boo entry is not erased from the .GAM file, just his Area location is...but does the new Boo line right up with the old entry? If you're not sure, let me know and I'll test this out. I'm curious!