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Checking for intoxication


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#1 witya

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Posted 02 December 2008 - 10:20 AM

Hi people,

I want to check if the PC is intoxicated or not, I want a dialogue to fire only when the PC is drunken. I checked it out at IESDP, but didn't find what I was looking for (or perhaps, I just missed it). Can someone help me out how to do this check?
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#2 Icendoan

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Posted 02 December 2008 - 11:38 AM

CheckStatGT(Player1,INTOXICATION,0) = If the PC has his intoxication stat more than 0 (ie, has drunk something) then this will continue.

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#3 witya

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Posted 02 December 2008 - 11:42 AM

Okay, thanks! ^^ I'll try that.

EDIT: It works! xD Awesome. ^^

Edited by witya, 02 December 2008 - 12:46 PM.

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#4 witya

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Posted 02 December 2008 - 12:50 PM

Err, just adding, that with a little correction.

CheckStatGT(Player1,0,INTOXICATION)
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#5 Icendoan

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Posted 02 December 2008 - 01:07 PM

Yeah, there is my triggers getting hazy.... :(

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#6 witya

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Posted 02 December 2008 - 01:14 PM

Nah, nothing serious, it can be corrected quickly anyway. ^^ Weidu didn't translated it.
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#7 Thanatos.

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Posted 08 December 2008 - 02:49 PM

Hope you didn't count this towards your Mods Saved, Icen. This one only counts as a Coma ^_^

#8 Icendoan

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Posted 08 December 2008 - 03:15 PM

Oh, but it did! And reviving something from a coma is still saving, no?

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#9 berelinde

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Posted 08 December 2008 - 03:55 PM

That will trip every time the character has a single drink. If that's what you want, great, but if you want the NPC to react only when he's drunk, or when Player1 is drunk, that takes a little more work.

I don't know if you feel like downloading an entire mod just to learn drunken banter coding, but if you did, you'd find examples in Gavin.

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#10 Icendoan

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Posted 08 December 2008 - 04:03 PM

What is fully intoxicated? 25 or 30? Or even higher?

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#11 witya

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Posted 08 December 2008 - 06:51 PM

That will trip every time the character has a single drink. If that's what you want, great, but if you want the NPC to react only when he's drunk, or when Player1 is drunk, that takes a little more work.

I don't know if you feel like downloading an entire mod just to learn drunken banter coding, but if you did, you'd find examples in Gavin.


Yes, I've noticed it and experimenting with it. I want the NPC to react when the PC is totally wasted. ^^ The NPC will get drunken too when the dialogue starts, because the chance of the PC and the given NPC being wasted at the same time is quite low I think. I'll check it out.
"I love myself and I have no reason to doubt my feelings..."