Some freakiness going on here Also, while looking at that, I noticed something that might cause...
things HAI1.BAF:
IF
See("Haiass")
OR(2)
Global("HaiassLevel","GLOBAL",1)
Global("HaiassLevel","GLOBAL",2)
AreaCheck("AR7900")
THEN
RESPONSE #100
ClearAllActions()
StartCutSceneMode()
StartCutScene("hai3")
SetGlobal("HaiassLevel","GLOBAL",3)
EscapeAreaNoSee()
END
... so if that script fires Haiass becomes lvl3 if she gets to AR7900 irrespective of whether she's lvl1 or 2
and JUGUE.baf:
IF
See(Protagonist)
NumTimesTalkedTo(0)
Global("HaiassLevel","GLOBAL",3)
THEN
RESPONSE #100
MakeGlobal()
SetGlobal("HaiassSeUne","GLOBAL",1)
SetGlobal("HaiassQuieto","GLOBAL",0)
SetGlobal("HaiassJumpOn","GLOBAL",1)
SetGlobal("HaiassDesdeBg","GLOBAL",0)
Dialogue(Protagonist)
TakePartyItem("jugue2")
DestroyItem("jugue2")
TakePartyItem("jugue3")
DestroyItem("jugue3")
GiveItemCreate("jugue3",Player1,0,0,0)
END
... just the script that gives CHARNAME the chewtoy for her current level
Everything fine...
... except notice how it doesn't TakePartyItem("JUGUE1") <- Haiass' lvl1 Chewtoy
So, to summarize, in the extremely improbable case that someone manages to get a lvl1 Haiass to AR7900, they get a lvl3 Haiass - but the lvl1 chewtoy still remains in the inventory along with the lvl3 chewtoy! 1 slot less for imba itamz
(the script pattern is similar for lvls 3, 4 & 5)
Checks for all the bottom level JUGUE.ITMs in those GiveItemCreate blocks in JUGUE.baf should help I guess
Edited by Lollorian, 21 October 2011 - 09:08 PM.