Garrulous Glaahk bigblue Posted September 2, 2004 Share Posted September 2, 2004 now that the sdf works with the door, i got a new problem: when the party approaches the door a dialog should come up depending on the sdf. this works ok, but the second dialog: "The door is open now." should only appear once! Now it appears every time when the party approaches the door. this is the piece of my script: beginstate 10; reset_dialog(); if (get_flag(0,2) == 0) { add_dialog_str(0,"This door is heavily locked. You see no way to open it!",0); choice = run_dialog(1); } else { add_dialog_str(0,"The door is open now.",0); choice = run_dialog(1); } break; btw: can someone explain the difference between this add_dialog_str thing and the call message_dialog to me? Link to comment Share on other sites More sharing options...
Magnificent Ornk Drakefyre Posted September 2, 2004 Share Posted September 2, 2004 beginstate 10; reset_dialog(); if (get_flag(0,2) == 0) { add_dialog_str(0,"This door is heavily locked. You see no way to open it!",0); choice = run_dialog(1); } else if (get_flag(0,2) == 1) { add_dialog_str(0,"The door is open now.",0); choice = run_dialog(1); set_sdf(0,2,2); } break; Link to comment Share on other sites More sharing options...
Garrulous Glaahk bigblue Posted September 2, 2004 Author Share Posted September 2, 2004 nah, logical, i always forget the possibility of setting a flag to a higher value than one! thx a lot, it was nearly enough to drive me to despair! edit: as logical as it sounded, it didn't work that way. i finally put another encounter behind my door refering to a new state which sets the flag to 2. Link to comment Share on other sites More sharing options...
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