Ah, the order of killing things might be impacting what happens. It looks the like the appropriate dialogue requires the variable to be set to 2, but the appropriate script block triggers when the variable is 0, 1, or 2, so we need to make sure the script block sets the variable to 2 before firing dialogue.1. Throughout the fight and after death the variable is set to 2.
Can you modify BGSARVOK.BCS again, but this time make the following change:
IF
!GlobalGT("DMWWSarevokFight","GLOBAL",2)
Global("FirstDeath","LOCALS",0)
OR(4)
Dead("galdor")
Dead("diarmi")
Dead("semaj")
Dead("tazok")
THEN
RESPONSE #100
SetGlobal("DMWWSarevokFight","GLOBAL",2) <--- add this line
SetGlobal("FirstDeath","LOCALS",1)
StartDialog("SAREVO",Player1) <--- delete this line
END
--add this entire block beneath the above block
IF
Global("DMWWSarevokFight","GLOBAL",2)
Global("FirstDeath","LOCALS",1)
THEN
RESPONSE #100
SetGlobal("FirstDeath","LOCALS",2)
StartDialog("SAREVO",Player1)
END
Edited by Ascension64, 18 March 2008 - 10:28 PM.