Ardanis Posted December 11, 2021 Share Posted December 11, 2021 I didn't notice at first, but is this an area script - KKNar1700.baf? If it is, using LOCALS to trigger dialog will fail, because they're only used by actors. IF CombatCounter(0) NumDead("KKBarbs",5) // this should be whatever you set in their WRITE_ASCII 0x280, can be ~NumDead("KKBarbs",4) Dead("KKAmana")~ too, if you want them to have different DVs Global("KKMissingWarriors","GLOBAL",7) Global("KKDeadWarriors","AR1700",0)THEN RESPONSE #100 SetGlobal("KKMissingWarriors","GLOBAL",8) // all enemies are dead SetGlobal("KKDeadWarriors","AR1700",1) // proceed to initiating dialogEND IF Global("KKMissingWarriors","GLOBAL",8) Global("KKDeadWarriors","AR1700",1)THEN RESPONSE #100 ActionOverride("KKNavar",StartDialogueNoSet(Player1)) // make sure dialog has state trigger ~Global("KKMissingWarriors","GLOBAL",8)~, and that it's updated to 9 or whatever immediately in the first set of transitionsEND Quote Link to comment
Kitanna Posted December 12, 2021 Author Share Posted December 12, 2021 well, I fixed it. Not making the dialogue fire, but making sure she gets the item. That's all that matters, the dialogue can fire on it's own. Quote Link to comment
Kitanna Posted December 19, 2021 Author Share Posted December 19, 2021 The SOA part of Navarra should be finished by the end of the week. I don't plan on starting TOB until after the holidays. Quote Link to comment
Kitanna Posted December 19, 2021 Author Share Posted December 19, 2021 Thank you, my friend. Quote Link to comment
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