Jump to content

Scripting an in game kit change


a.greene

Recommended Posts

I'm trying to create a modified "fallen" effect for my kensai kit when the parties reputation drops below 6, I've come up with the following:

 

IF

Kit(Player1,KENSAI)

ReputationLT(Player1,6)

Global(“FallenKensai”,”GLOBAL",0)

THEN

RESPONSE #100

SetGlobal(“FallenKensai”,”GLOBAL",1)

ActionOverride(Player1,AddKit(FIGHTER))

Wait(1)

DisplayStringNoName(Player1,@1053)

PlaySound("REPDOWN")

END

 

How would I write this to affect all characters not simply the PC (Player1), assuming for a kensai NPC?

Thank you in advance.

Cheers,

 

 

a.

Link to post

If you want to use the Player1 as the target example, you could just use Player2, Player3.... yer6 as the others in a separate blocks. And make a unique variable for each of the blocks.

Ouh, and the game does not have a FIGHTER kit, so you probably want to use the AddKit(TRUECLASS) instead.

Link to post

If you want to use the Player1 as the target example, you could just use Player2, Player3.... yer6 as the others in a separate blocks. And make a unique variable for each of the blocks.

Ouh, and the game does not have a FIGHTER kit, so you probably want to use the AddKit(TRUECLASS) instead.

 

Thank you.

 

Something like this:

 

IF

Kit(Player1,KENSAI)
ReputationLT(Player1,6)
Global(“FallenKensai”,”GLOBAL",0)
THEN
RESPONSE #100
SetGlobal(“FallenKensai”,”GLOBAL",1)
ActionOverride(Player1,AddKit(TRUECLASS))
Wait(1)
DisplayStringNoName(Player1,@1053)
PlaySound("REPDOWN")
END
IF
Kit(Player2,KENSAI)
ReputationLT(Player1,6)
Global(“FallenKensai”,”GLOBAL",0)
THEN
RESPONSE #100
SetGlobal(“FallenKensai”,”GLOBAL",1)
ActionOverride(Player2,AddKit(TRUECLASS))
Wait(1)
DisplayStringNoName(Player1,@1053)
PlaySound("REPDOWN")
END
ect...
Link to post

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...