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open locked doors with SDF?


bigblue
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i have a problem:

i have a door which should be locked until the party accepts a quest.

so i set the memory cells of the door as follows:

 

cell0: 200

cell1: 0

cell2: 0

cell3: 2

 

and this is the part of my dialogue script:

 

begintalknode 34;

state = 13;

personality = 12;

nextstate = 13;

condition = 1;

question = "Ok, let's gain wisdom!";

text1 = "_Come to me when you succeed._";

action = SET_SDF 0 2 1;

action = END_TALK;

code =

toggle_quest(1,1);

break;

 

i have to mention that the locked door is NOT in the same town!

 

what is wrong?

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Oh. Wait. You have two actions in your node. That's no good.

 

Set the flag in your code.

 

That is,

 

Code:
 begintalknode 34; state = 13; personality = 12; nextstate = 13; condition = 1; question = "Ok, let's gain wisdom!";text1 = "_Come to me when you succeed._"; code =set_flag(0,2,1);  toggle_quest(1,1);end();break; 
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I suspect it's more for backward compatability with Blades of Exile scenarios where you had the dialogue nodes which can do actions. Also, it makes things like innkeepers easier. I don't know why Jeff didn't import healers into the mix, however.

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It's much easier and quicker to type in ...

 

action = set_sdf 0 2 1;

 

then...

code = set_flag(0,2,1);

break;

 

And healers? It's much easier to add it into the code part of a script. And, healers can now give discounts to regular customers!

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