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Skinning set (itm)?


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Posted (edited)

I have created an item that has an abillity/effect: set ai script, as below:

IF
    Global("G-SKINNING_SET","GLOBAL",0)
	Dead("AW1")	
THEN
    RESPONSE #100
  		PickUpItem("guts1")
		CreateCreature("Skinner",[0.0],0)
		Wait(1)
		PlaySequence(ANIM_ATTACK1)
		DisplayString(Myself,19256)
		ActionOverride("Skinner",DestroySelf())
		SetGlobal("G-SKINNING_SET","GLOBAL",1)
		Continue()
END

Creates an invisible cre to help with skinning. Script:

IF
    Global("G-INVISIBLE_SKINNER","GLOBAL",0)
	Dead("AW1")		
THEN
    RESPONSE #100
		ActionOverride(Player1,PickUpItem("guts1"))
		TakeItemReplace("TTAC1","guts1",Player1)
		DestroyItem("guts1")	
		SetGlobal("G-INVISIBLE_SKINNER","GLOBAL",1)	
END

There are two problems one in the video (imgur link). First it seems fine, but then I can click/use item anywhere (on dead actor) and it still skins.

https://imgur.com/a/zaMJxrF

The second is that the script from .itm only starts once, and cannot be used afterwards.

My approach is wrong? It seems so, i have no idea how to do it better way.

Edited by szef
Posted
55 minutes ago, szef said:

The second is that the script from .itm only starts once, and cannot be used afterwards.

Well, yes. Your scripting depends on global variables; they need to be un-set to run, and those variables are set in the process of running the "skinning" script. If you want it to be possible to skin something again, you need to un-set those variables somehow (set them back to zero).

Another thing I should note: the "wait" action is dangerously easy to interrupt. That first script had better not be assigned to anything a player can issue commands to, or it'll be likely to break. Which resets it and has that run again, spawning another "skinner" ...

Posted (edited)

I can give a second effect to .itm, a delayed script that resets the first one to zero. It should work, only problem is I'm not sure how to reset variables.

On 10/27/2024 at 7:53 PM, jmerry said:

Another thing I should note: the "wait" action is dangerously easy to interrupt. 

Without "wait" it won't work. The first script is only triggered when the loot is clicked.... Hmmm.

E:  I have resolved the issue with the dialogue. Only drawback is that you have to do separate cutscenes.

https://imgur.com/a/0okDVJY

Edited by szef

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