Help Calling "Specials"
Author | Topic: Help Calling "Specials" |
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Warrior
Member # 1250
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written Saturday, February 12 2005 10:12
Profile
Couple of questions, separated into calling "specials" (as the editor calls them) a.k.a. script states, in town and outdoors. First--I'm able to call script states in town when the characters *walk through* them. I can get dialog messages to pop up, but I've had trouble making other things happen. For instance, I set up a little resting function. The party approaches a bed, gets the dialog choice to rest or not, but whatever I choose, it won't rest the party. Also, I'm still not able to set up a call when the party *looks* at an item, i.e. a chest, to give them, say, a special item. Second, I can't even get a call to print dialog, from a field I set up outdoors. Any advice anybody can give after my muddled explanation up there is appreciated. Posts: 93 | Registered: Saturday, June 1 2002 07:00 |
Infiltrator
Member # 3040
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written Saturday, February 12 2005 12:15
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You may want to post the troublesome scripts here, or it will be difficult for anyone to help. The proper call to go to another state is set_state_continue(state); Perhaps you're using set_state(state), which is more suited for use in terrain and creature scripts? -------------------- 5.0.1.0.0.0.0.1.0... Posts: 508 | Registered: Thursday, May 29 2003 07:00 |
Off With Their Heads
Member # 4045
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written Saturday, February 12 2005 14:37
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Note that run_dialog is a SHORT, not a VOID. That means it's a number. If you want to make it do something, you have to do something like this: If you want something that responds when the party searches, use the script specobj.txt, which is included in virtually every scenario released so far. [ Saturday, February 12, 2005 14:37: 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 # 1250
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written Sunday, February 13 2005 14:47
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Oh, excellent! Thanks, Kelandon! This is exactly what I needed... Heh... must've overlooked it somewhere in the documentation... Thanks again. I'll work out what all the particulars in that script are, but it looks like I have a feel for it. EDIT: Okay, I got the special item addition to work. But I'm still fuzzy on how to get a dialog choice to work. I looked at the docs, and I'm not clear on what code to put in after the run_dialog command. I know that the choice the player makes is returned *somewhere,* but I don't know how to make different things happen depending on that choice. [ Sunday, February 13, 2005 16:03: Message edited by: Guardian of Eternity ] Posts: 93 | Registered: Saturday, June 1 2002 07:00 |