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Scripting Questions

AquadrizztAquadrizzt Member Posts: 999
edited May 2017 in General Modding
1) Do the Died() and PartyMemberDied triggers actually work?

I have some scripts for an upcoming mod that rely on noticing when a creature of interest dies, but I don't want to do a state check and have them spamming continuously for the duration of the NPC's death. For context, the code below does not work unless I comment out the trigger for Nordom dying.

IF Died("Nordom") // Nordom - Modron !StateCheck("Morte",CD_STATE_NOTVALID) // Morte - Talking Skull Global("qd_morte_party","GLOBAL",1) OR(2) !InParty("Grace") // Fall-from-Grace - Succubus StateCheck("Grace",CD_STATE_NOTVALID) // Fall-from-Grace - Succubus THEN RESPONSE #100 PlaySound("MRT185") Continue() END

2) Is there some weird behavior regarding TakePartyItem in dialogs?

I can't make an NPC take an item in one of my mods and I was wondering if there was some weird behavior that I wasn't aware of (PSTEE engine). For context, the code below (which is added to DMORTE.dlg) does not correctly take the item from the party.

IF ~~ THEN BEGIN qd_morte_teeth SAY @104 + ~PartyHasItem("ICTEETH")~ + @108 DO ~TakePartyItemNum("ICTEETH",1)~ + qd_morte_teeth_ingress END

Post edited by Aquadrizzt on
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