A technical question
#1
Posted 01 July 2003 - 11:27 AM
APPEND MADAM
IF ~Global("JunaBought","GLOBAL",1)~ THEN BEGIN Junagiven
SAY ~something~
IF ~~ THEN DO ~CreateCreature("Juna", [1483.513], 0)~EXIT //these numbers are from NI
END
END
APPEND BODHIAMB
IF ~~ THEN BEGIN BhodiJuna1
SAY ~something~
IF ~~ THEN DO ~ClearAllActions()
StartCutsceneMode()
StartCutScene("JunaVampCut")~
END //weidu claims the error is here
END
EXTEND_BOTTOM BODHIAMB 6
IF ~GLOBAL("JunaRomanceActive",GLOBAL,2)
!InPartyAllowDead("Juna")
!Dead("Juna")~ THEN GOTO BhodiJuna1
IF ~~ THEN EXIT
END
END
#2 -Glad to be only your guest-
Posted 01 July 2003 - 01:38 PM
1. ~EXIT should have a "space" between tilde and EXIT
2. EXTEND_BOTTOM only requires one END
3. EXTEND_BOTTOM BodhiAmb needs to be on top (something Juna probably does not need ) of APPEND BodhiAmb.
#3
Posted 01 July 2003 - 05:21 PM
BEGIN PJuna
IF ~Global("JunaJoined", "GLOBAL",1)~ THEN BEGIN FREEDOM
SAY ~something~
IF ~~ THEN REPLY ~something.~ GOTO InLine
IF ~~ THEN REPLY ~something~ GOTO Freedom2
END
BEGIN InLine
IF ~~ THEN DO ~JoinParty()~
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN Freedom2
SAY ~Something~
IF ~~ THEN REPLY ~something.~ GOTO slaveagain
IF ~~ THEN REPLY ~something.~ GOTO Freedom3
END
IF ~~ THEN BEGIN Freedom3
SAY ~something~
IF ~~ THEN EXIT
END
IF ~~ THEN BEGIN slaveagain
SAY ~something~
IF ~~ THEN DO ~JoinParty()~ EXIT
END
#4
Posted 02 July 2003 - 04:15 AM
#5
Posted 02 July 2003 - 10:59 AM
#6 -Guest-
Posted 02 July 2003 - 11:58 AM
In Cleanse.bcs you'll need to extend:
MoveGlobal("AR1401","Juna",[2565.1677])
#7
Posted 03 July 2003 - 05:31 PM
1: How can I add, if it is possible, to a area only in a specific chapter (That is, add something to an area file only in chapter 6)
2: What the heck is wrong with this? I can not figure it out. I am sure it is cock full of mistakes, but what?
BEGIN VithRoth
IF ~NumTimesTalkedTo (0)
HavePartyItem("Junaamu")~ THEN BEGIN FirstMeetingVithRoth //I am looking up this code, I know it is worng.
SAY ~? ~
IF ~~ THEN REPLY ~?~ GOTO Name
IF ~~ THEN REPLY ~ ?~ GOTO Want
IF ~~ THEN REPLY ~?~ GOTO Veldren
END
IF ~~ THEN BEGIN Name
SAY ~?~
IF ~~ THEN GOTO Want
END
IF ~~ THEN BEGIN Veldren
SAY ~?~
IF ~~ THEN GOTO Want
END
IF ~~ THEN BEGIN Want
SAY ~?~
IF ~~ THEN REPLY ~?~ GOTO guess
IF ~~ THEN REPLY ~?~ GOTO notdrow
END
IF ~~ THEN BEGIN guess
SAY ~?~
IF ~~ THEN REPLY ~?~ GOTO guess2
END
IF ~~ THEN BEGIN notdrow
SAY ~?~
IF ~~ THEN GOTO notdrow2
END
IF ~~ THEN BEGIN guess2
SAY ~?~
IF ~~ THEN GOTO bargan
END
IF ~~ THEN BEGIN notdrow2
SAY ~?~
IF ~~ THEN GOTO bargan
END
IF ~~ THEN BEGIN bargan
SAY ~ ?~
IF ~~ THEN REPLY ~?~ GOTO bargan2
IF ~~ THEN REPLY ~?~ GOTO bargan3
END
IF ~~ THEN BEGIN bargan2
SAY ~?~
IF ~~ THEN REPLY ~?~ GOTO bargan4
IF ~~ THEN REPLY ~?~ GOTO bargan5
IF ~~ THEN REPLY ~?~ GOTO bargan6
END
IF ~~ THEN BEGIN bargan3
SAY ~?~
IF ~~ THEN GOTO bargan2
END
IF ~~ THEN BEGIN bargan4
SAY ~?~
IF ~~ THEN REPLY ~?~ GOTO bargan7
IF ~~ THEN REPLY ~?~ GOTO bargan8
IF ~~ THEN REPLY ~?~ GOTO bargan9
END
IF ~~ THEN BEGIN bargan5
SAY ~?~
IF ~~ THEN REPLY ~?~ GOTO bargan7
IF ~~ THEN REPLY ~ ?~ GOTO bargan8
IF ~~ THEN REPLY ~?~ GOTO bargan9
END
IF ~~ THEN BEGIN bargan6
SAY ~?~
IF ~~ THEN GOTO bargan5
END
IF ~~ THEN BEGIN bargan7
SAY ~?~
IF ~~ THEN REPLY ~? GOTO bargan8
IF ~CheckStatGT("Player1", "INT", 16)~ REPLY ~?~ GOTO INTPASS
IF ~CheckStatGT("Player1", "WIS", 12)~ REPLY ~?~ TO WISPASS
IF ~CheckStatGT("Player1", "DEX", 13)~ REPLY ~? GOTO DEXPASS
IF ~CheckStatGT("Player1", "STR", 15)~ REPLY ~?~ GOTO STRPASS
IF ~CheckStatGT("Player1", "CHA", 17)~ REPLY ~!~ GOTO CHAPASS
IF ~CheckStatLT("Player1", "INT", 17)~ REPLY ~?~ GOTO INTFAIL
IF ~CheckStatLT("Player1", "WIS", 13)~ REPLY ~?~ GOTO WISFAILD
IF ~CheckStatLT("Player1", "DEX", 14)~ REPLY ~*.~ GOTO DEXFAIL
IF ~CheckStatLT("Player1", "STR", 16)~ REPLY ~*.~ GOTO STRFAIL
IF ~CheckStatLT("Player1", "CHA", 18)~ REPLY ~!~ GOTO CHAFAIL
END
IF ~~ THEN BEGIN bargan8
SAY ~.~
IF ~~ THEN DO ~TakePartyItem("JunaBody")
TakePartyItem("JunaAmu")
CreateCreature("Juna3",[2565.1677],1).~ EXIT
END
IF ~~ THEN BEGIN yousure?
SAY ~.~
IF ~~ THEN REPLY ~.~ GOTO bargan8
IF ~~ THEN REPLY ~?~ GOTO yousure?2
END
IF ~~ THEN BEGIN yousure?2
SAY ~...~ DO ~Enemy()~ EXIT
END
IF ~~ THEN BEGIN INTPASS
SAY ~.~
IF ~~ THEN GOTO INTPASS2
END
IF ~~ THEN BEGIN INTPASS2
SAY ~?~
IF ~~ THEN REPLY ~!~ GOTO yesmaster1
IF ~~ THEN REPLY ~?~GOTO yesmaster2
END
IF ~~ THEN BEGIN INTFAIL
SAY ~!~
IF ~~ THEN REPLY ~!~ GOTO bargan8
IF ~~ THEN REPLY ~.~ GOTO yousure?
END
IF ~~ THEN BEGIN WISPASS
SAY ~?~
IF ~~ THEN REPLY ~".*~ GOTO WISPASS2
END
IF ~~ THEN BEGIN WISPASS2
SAY ~~
IF ~~ THEN REPLY ~!~ GOTO yesmaster1
IF ~~ THEN REPLY ~.~ GOTO yesmaster2
END
IF ~~ THEN BEGIN WISFAIL
SAY ~?~
IF ~~ THEN REPLY ~.~ GOTO bargan8
IF ~~ THEN REPLY ~.~ GOTO yousure
END
IF ~~ THEN BEGIN DEXPASS
SAY ~?~
IF ~~ THEN REPLY ~?~ GOTO yesmaster1
IF ~~ THEN REPLY ~.~ GOTO yesmaster2
END
IF ~~ THEN BEGIN DEXFAIL
SAY ~.~
IF ~~ THEN REPLY ~.~ GOTO bargan8
IF ~~ THEN REPLY ~.~ GOTO yousure?
END
IF ~~ THEN BEGIN STRPASS
SAY ~?~
IF ~~ THEN REPLY ~?~ GOTO yesmaster1
IF ~~ THEN REPLY ~.~ GOTO yesmaster2
END
IF ~~ THEN BEGIN STRFAIL
SAY ~.~
IF ~~ THEN REPLY ~.~ GOTO bargan8
IF ~~ THEN REPLY ~.~ GOTO yousure?
END
IF ~~ THEN BEGIN CHAPASS
SAY ~?~
IF ~~ THEN REPLY ~!~ GOTO yesmaster1
IF ~~ THEN REPLY ~.~ GOTO yesmaster2
END
IF ~~ THEN BEGIN CHAFAIL
SAY ~~
IF ~~ THEN REPLY ~.~ GOTO bargan8
IF ~~ THEN REPLY ~.~ GOTO yousure?
END
IF ~~ THEN BEGIN yesmaster1
SAY ~~
IF ~~ THEN DO ~TakePartyItem("JunaBody")
TakePartyItem("JunaAmu")
CreateCreature("Juna3", [2565.1677], 1)
JoinParty()~ EXIT
END
IF ~~ THEN BEGIN yesmaster2
SAY ~.~
IF ~~ THEN DO ~TakePartyItem("JunaAmu")
TakePartyItem("JunaBody")
JoinParty()~ EXIT
END
#8
Posted 05 July 2003 - 06:29 AM
1) To set a character, appearence or whatever in a chapter will depend on the letter used. Look at any joining script for example and you'll get something like ("xjoined","locals",3). The three in the end will indicate the chapter that the action will happen earliest. You could also specifiy what it is that you want to do.
2) In regards to the script, if you try converting it via Weidu and u run into an error, it will specify where it is. What text editor are u using?
how come you always look so damn cool in every photo I see you in?!?
Speaking of modding, I listened to IER 3 yesterday, so you can have another quote for your signature: how come you sound so damn cool, as well as look it? It's unfair. Seriously.
Still a cyberjock, still hacking the matrix, still unsure of what that means.
TeamBG member - http://www.teambg.eu
#9
Posted 05 July 2003 - 02:05 PM
I am using Context, and Weidu does NOT tell me what the problem is, that is why I posted it.
#10
Posted 05 July 2003 - 10:42 PM
It will give you a line number, so you can give us a better indication of *where* it is.I was not meaning joined, persay, but appeared. or is that what you mean?
I am using Context, and Weidu does NOT tell me what the problem is, that is why I posted it.
#11 -jcompton-
Posted 06 July 2003 - 02:02 PM
Seifer, this doesn't make any sense whatsoever.Hey there Phntok, 2 hints for you
1) To set a character, appearence or whatever in a chapter will depend on the letter used. Look at any joining script for example and you'll get something like ("xjoined","locals",3). The three in the end will indicate the chapter that the action will happen earliest. You could also specifiy what it is that you want to do.
If something happens in a particular chapter, there are specific checks for it. A SetGlobal action of the form ("xjoined","LOCALS",3) would simply set the local variable "xjoined" to 3 for that particular object.
#12
Posted 06 July 2003 - 02:09 PM
how come you always look so damn cool in every photo I see you in?!?
Speaking of modding, I listened to IER 3 yesterday, so you can have another quote for your signature: how come you sound so damn cool, as well as look it? It's unfair. Seriously.
Still a cyberjock, still hacking the matrix, still unsure of what that means.
TeamBG member - http://www.teambg.eu
#13
Posted 06 July 2003 - 02:14 PM
Point taken JC, the scripting I'm well aware of the use of local variables but I had considered that the values were different or NPC addition.
Oh well..
how come you always look so damn cool in every photo I see you in?!?
Speaking of modding, I listened to IER 3 yesterday, so you can have another quote for your signature: how come you sound so damn cool, as well as look it? It's unfair. Seriously.
Still a cyberjock, still hacking the matrix, still unsure of what that means.
TeamBG member - http://www.teambg.eu
#14
Posted 09 July 2003 - 02:01 PM
and, Weidu say's is the problem is at line 106 (And then it will choose another, I have little doubt, as it has before, those I could fix, this is confusing), namely:
IF ~~ THEN BEGIN yousure?
#15
Posted 09 July 2003 - 02:40 PM
#16
Posted 09 July 2003 - 05:02 PM
#17 -Guest-
Posted 10 July 2003 - 02:48 AM
See something wrong here? THEN it's upto to you.
#18
Posted 11 July 2003 - 03:58 PM
#19
Posted 11 July 2003 - 04:45 PM
Have you tried using the file name ?? It would be logical for S:ResRef* to mean Resource Reference rather than String Reference.Ok, I have fixed the file save for 1 thing, and it is a hard one. I want you to have a new item for a conversation to begin, but I do not have a string refferance for the hasitem trigger. How would I do this?
EDIT: To clarify,
HasItem(S:ResRef*,O:Object*)
By the looks of it, S:ResRef* would be the item, O:Object* would be the character.
Thus, it would look like:
HasItem("WA2ROBE","Aerie")
To check if Aerie has the Robe of Vecna.
Edited by MagusWizardo, 11 July 2003 - 04:49 PM.
#20
Posted 11 July 2003 - 08:07 PM