open locked doors with SDF?
Author | Topic: open locked doors with SDF? |
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Warrior
Member # 4778
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written Wednesday, September 1 2004 05:13
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i have a problem: i have a door which should be locked until the party accepts a quest. so i set the memory cells of the door as follows: cell0: 200 cell1: 0 cell2: 0 cell3: 2 and this is the part of my dialogue script: begintalknode 34; state = 13; personality = 12; nextstate = 13; condition = 1; question = "Ok, let's gain wisdom!"; text1 = "_Come to me when you succeed._"; action = SET_SDF 0 2 1; action = END_TALK; code = toggle_quest(1,1); break; i have to mention that the locked door is NOT in the same town! what is wrong? [ Wednesday, September 01, 2004 05:13: Message edited by: bigblue ] -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
Off With Their Heads
Member # 4045
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written Wednesday, September 1 2004 06:17
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Oh. Wait. You have two actions in your node. That's no good. Set the flag in your code. That is, [ Wednesday, September 01, 2004 06:19: Message edited by: Kelandon ] -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Warrior
Member # 4778
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written Wednesday, September 1 2004 20:57
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ok, i'll try this. didn't know, that you can do the same thing in the code. is it always bad to have actions together with code? why is there made a difference between action and code if it can do the same? -------------------- www.bigblue.de.gg BoA graphics and more Posts: 188 | Registered: Monday, July 26 2004 07:00 |
Warrior
Member # 286
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written Saturday, September 4 2004 03:13
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Actions together with code is fine. It's TWO actions at once that won't work. I don't really know for sure why Jeff put actions in as well as calls. I suspect that he did it because actions are easier to use; you don't need to learn Avernumscript to use them. -------------------- Z: "I just feel so insignificant." Psych: "You ARE. You're an ANT." --Antz Posts: 104 | Registered: Saturday, November 17 2001 08:00 |
The Establishment
Member # 6
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written Saturday, September 4 2004 08:24
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I suspect it's more for backward compatability with Blades of Exile scenarios where you had the dialogue nodes which can do actions. Also, it makes things like innkeepers easier. I don't know why Jeff didn't import healers into the mix, however. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
Shaper
Member # 3442
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written Tuesday, September 7 2004 08:55
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It's much easier and quicker to type in ... action = set_sdf 0 2 1; then... code = set_flag(0,2,1); break; And healers? It's much easier to add it into the code part of a script. And, healers can now give discounts to regular customers! -------------------- And when you want to Live How do you start? Where do you go? Who do you need to know? Posts: 2864 | Registered: Monday, September 8 2003 07:00 |