Scripting Questions
Aquadrizzt
Member Posts: 1,069
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.
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.
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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