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Okay, here is the Bodhi stuff


theacefes

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Okay, let's see what I did wrong.

 

I'm going to post the script from my files for Sarah, so perhaps someone with better eyes can spot where I've messed up, thus not making Sarah appear after all the necessary components have been placed in the statue. The strange thing about all this is that this quest ran perfectly fine when I originally released the mod, but oh well.

 

I am in the process of going back and renaming my variables to add prefixes to them, and the only mods I have installed are fixpack, tweaks, Auren, and Sarah, so yes...I am well aware that some of the variables don't have my prefix on them.

 

Okay, so...here is BODHIAMB.baf

 

IF
Global("K#SarahVampire","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("Deactivate0801","AR0800",3)
ForceSpell(Myself,DRYAD_TELEPORT)
END

Here is VAMPAMB.baf

 

IF
Global("CleanseVampire","AR1401",2)
Global("K#SarahVampire","GLOBAL",3)
Name("K#Sarah",Myself)
AreaCheck("AR1401")
THEN
RESPONSE #100
SetGlobal("K#SarahVampire","GLOBAL",4)
DialogInterrupt(TRUE)
ChangeAIScript("K#Sarah",OVERRIDE)
END

IF
Global("K#SarahVampire","GLOBAL",1)
Global("RomanceVampire","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("RomanceVampire","GLOBAL",1)
Continue()
END

IF
Global("K#SarahVampire","GLOBAL",1)
Global("RomanceVampire","GLOBAL",1)
Global("RomanceVampireTeleport","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("RomanceVampireTeleport","GLOBAL",1)
CreateVisualEffectObject("SPDIMNDR",Myself)
Wait(2)
DestroySelf()
END

 

Here is K#VMPSRH.baf

 

 

IF
Global("C6BodhiFight","AR0809",1)
Allegiance(Myself,NEUTRAL)
THEN
RESPONSE #100
Enemy()
END

IF
Die()
THEN
RESPONSE #100
SetGlobal("K#SarahVampire","GLOBAL",3)
DropInventory()
DestroySelf()
END

IF
See([PC])
Delay(12)
Allegiance(Myself,ENEMY)
THEN
RESPONSE #100
ReallyForceSpellDead([PC],VAMPIRE_DOMINATION)
END

 

And here is Cleanse.baf

 

IF
Global("CleanseVampire","AR1401",2)
Global("K#SarahVampire","GLOBAL",3)
Name("K#Sarah",Myself)
AreaCheck("AR1401")
THEN
RESPONSE #100
SetGlobal("K#SarahVampire","GLOBAL",4)
DialogInterrupt(TRUE)
ChangeAIScript("K#Sarah",OVERRIDE)
END

IF
Global("K#SarahVampire","GLOBAL",1)
Global("RomanceVampire","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("RomanceVampire","GLOBAL",1)
Continue()
END

IF
Global("K#SarahVampire","GLOBAL",1)
Global("RomanceVampire","GLOBAL",1)
Global("RomanceVampireTeleport","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("RomanceVampireTeleport","GLOBAL",1)
CreateVisualEffectObject("SPDIMNDR",Myself)
Wait(2)
DestroySelf()
END

 

And...here is the tp2

 

// Adds Scripts
COMPILE ~SarahSoA/Scripts/K#VMPSRH.baf~
COMPILE ~SarahSoA/Scripts/K#SarahD.baf~
COMPILE ~SarahSoA/Scripts/K#Sarah.baf~
COMPILE ~SarahSoA/Scripts/K#Anna.baf~
COMPILE ~SarahSoA/Scripts/K#Gurie.baf~
EXTEND_BOTTOM ~AR1100.bcs~ ~SarahSoA/Scripts/AR1100.baf~


// Vamp Thing
COPY ~SarahSoA/CREs/K#VMPSRH.cre~ ~override/K#VMPSRH.cre~
 SAY NAME1 ~Sarah~
 SAY NAME2 ~Sarah~
ADD_CRE_ITEM ~VAMPREG~ #0 #0 #0 ~IDENTIFIED~ ~LRING~
ADD_CRE_ITEM ~K#SRHBDY~ #0 #0 #0 ~IDENTIFIED~ ~QITEM1~
EXTEND_TOP ~CLEANSE.bcs~ ~SarahSoA/Scripts/CLEANSE.baf~
EXTEND_TOP ~VAMPAMB.bcs~ ~SarahSoA/Scripts/VAMPAMB.baf~
EXTEND_TOP ~BODHIAMB.bcs~ ~SarahSoA/Scripts/BODHIAMB.baf~
COMPILE ~SarahSoA/Scripts/K#VMPSRH.baf~
COMPILE ~SarahSoA/Scripts/K#SCUT01.baf~

I know it's a lot, but I would be most grateful if someone who hasn't been staring at this code for a few hours might be able to spot where I messed up.  Thanks!
EXTEND_BOTTOM ~AR0809.bcs~ ~SarahSoA/Scripts/AR0809.baf~

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