CamDawg Posted November 12, 2006 Share Posted November 12, 2006 Two small issues I noticed: Reedle, the fishmonger in the Bridge District, has dialogue regarding the skinner murders. However, he's still more than willing to discuss the ongoing murders after they've been solved. .d: // reedle discusss solved murders as if they're ongoing ADD_TRANS_TRIGGER REEDLE 3 ~Global("MurdersSolved","GLOBAL",0)~ DO 0 ADD_TRANS_TRIGGER REEDLE 7 ~Global("MurdersSolved","GLOBAL",0)~ DO 0 Belmin Gergas, our favorite elf-hater, can end up with ye olde 'No Valid Links' error. His valid state triggers are basically (in order of weighting): Viconia's in the party and valid for dialogue (only 1 in 2 chance) Jaheira's in the party and valid for dialogue (only 1 in 2 chance) Aerie's in the party and valid for dialogue (only 1 in 2 chance) The PC is an elf (no other checks) one of three random banters if no one in the party is an elf If the player has a mod NPC or a multiplayer character who's an elf, Belmin has no valid triggers (except for the one shot NPC banters). There are also issues with the Jaheira/Aerie/Viconia banters--if they're in the party but not valid, or if the random number check fails, he will also have no valid banters. To always ensure valid dialogue, I would suggest altering the #5 triggers to simply check if Player1 is not an elf. As they're the lowest weighted states, Belmin will still try to spout his NPC and PC-specific lines before going to his standard anti-pointy ears rant. REPLACE_TRIGGER_TEXT ~belmin~ ~!Race(Player[2-6],ELF)~ ~~ Link to comment
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