SimDing0 Posted February 25, 2005 Share Posted February 25, 2005 Joster, the guy who's sent to collect Renal's money from the thieves' guild, will always initiate dialogue with a line that doesn't make sense after the first time. He says ~Ahh, you return. Obviously you have come to your senses and will pay the quota that Renal is due.~ even when you arrive for the first time. Suggested fix: REPLACE SHTH05 IF ~NumTimesTalkedTo(0)~ THEN BEGIN 0 // from: SAY #32294 /* ~Hail, <CHARNAME>! It is time! Renal awaits your tribute!~ */ IF ~Global("TalkedToJoster","GLOBAL",0)~ THEN REPLY #32538 /* ~Time? Time for what? What are you doing here?~ */ DO ~SetGlobal("TalkedToJoster","GLOBAL",1)~ GOTO 1 IF ~Global("TalkedToJoster","GLOBAL",0)~ THEN REPLY #32819 /* ~Yes, yes, I have been expecting you. No need to get excited.~ */ DO ~SetGlobal("TalkedToJoster","GLOBAL",1)~ GOTO 2 IF ~!Global("TalkedToJoster","GLOBAL",0)~ THEN GOTO 3 END END Link to comment
Kish Posted February 25, 2005 Share Posted February 25, 2005 NumTimesTalkedTo(0) will mean he says the original line each time he shows up to collect after the first--even if the PC has never failed to pay promptly. I'd suggest using a different variable, one that only gets set if the PC refuses to pay, and gets unset if the PC pays. Link to comment
SimDing0 Posted February 25, 2005 Author Share Posted February 25, 2005 A new CRE is created each time he arrives to collect payment, so NumTimesTalkedTo(0) is set back to 0 every time round. Link to comment
CamDawg Posted February 26, 2005 Share Posted February 26, 2005 Included in alpha v2. Link to comment
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