berelinde Posted April 18, 2012 Share Posted April 18, 2012 It kind of depends whether you are placing the script block in a script that can be interrupted. If you're putting the spawn block in an area script, it doesn't matter whether it comes before or after you change the global. If you're putting it in a creature script, you're better off closing the global after the spawn. Link to comment
CoM_Solaufein Posted November 6, 2013 Author Share Posted November 6, 2013 I am redoing my Ninafer and Anomen romance in The Undying mod. I am using some scripting to make sure their dialogs go off like they should. I have a sample of their first discussion script. Does this look right? // Anomen is a knight first check IF InParty(Myself) InParty("Anomen") Global("AnomenIsKnight","GLOBAL",1) Global("CmT_NinaAnomenKnightTalk","GLOBAL",0) THEN RESPONSE #100 RealSetGlobalTimer("CmT_NinaAnomenKnightTalkTimer","GLOBAL",300) SetGlobal("CmT_NinaAnomenKnightTalk","GLOBAL",1) END IF InParty(Myself) InParty("Anomen") See("Anomen") !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck("Anomen",CD_STATE_NOTVALID) CombatCounter(0) !Detect([ENEMY]) RealGlobalTimerExpired("CmT_NinaAnomenKnightTalkTimer","GLOBAL") Global("CmT_NinaAnomenKnightTalk","GLOBAL",1) THEN RESPONSE #100 SetGlobal("CmT_NinaAnomenKnightTalk","GLOBAL",2) END IF InParty(Myself) InParty("Anomen") See("Anomen") !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck("Anomen",CD_STATE_NOTVALID) CombatCounter(0) !Detect([ENEMY]) RealGlobalTimerExpired("CmT_NinaAnomenKnightTalkTimer","GLOBAL") Global("CmT_NinaAnomenKnightTalk","GLOBAL",2) THEN RESPONSE #100 MoveToObject(Anomen) StartDialogueNoSet(Anomen) END Which starts this dialog: CHAIN IF ~Global("CmT_NinaAnomenKnightTalk","GLOBAL",2)~ THEN BCMNINAF AnomenIsKnight ~Anomen and Ninafer mushy, mushy dialog stuff.~ DO ~SetGlobal("CmT_NinaAnomenKnightTalk","GLOBAL",3)~ ==BANOMEN Link to comment
Kaeloree Posted November 6, 2013 Share Posted November 6, 2013 Dialog() and its variants will reference the default file for non-joined creatures and the J file for joined creatures. What you're looking for is Interact(), which uses the B file. MoveToObject(Anomen) should be MoveToObject("Anomen") I think that's about it Link to comment
CoM_Solaufein Posted November 6, 2013 Author Share Posted November 6, 2013 Ah yes Interact() is used between NPCs. Forgot about that. My modding skills are some what rusty. Thanks. Link to comment
CoM_Solaufein Posted November 22, 2013 Author Share Posted November 22, 2013 In some banter questions I want specific replies depending on <CHARNAME>s alignment. SAY ~Did you enjoy killing those bandits?~ Reply 1 MASK_EVIL ~No of course not. (Lie)~ Reply 2 !MASK_EVIL ~No of course not. There is no pleasure in killing another.~ How do you do a check for this? Link to comment
Mike1072 Posted November 22, 2013 Share Posted November 22, 2013 See IESDP triggers. Alignment(Player1, MASK_EVIL) and !Alignment(Player1, MASK_EVIL) Link to comment
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