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Help Calling "Specials"


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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.

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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:

 

Code:
 choice = run_dialog(1);if (choice == 1)     end(); 
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.
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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.

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