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