Easygoing Eyebeast Xaiya Posted May 26, 2008 Posted May 26, 2008 For some weird reason, a state in the script won't work. The sdfs are still at 0 when you get to that spot. Code: beginoutdoorscript;variables;body;beginstate INIT_STATE; break; beginstate START_STATE; break;beginstate 10; if ((get_flag(20,10) > 0) && (get_flag(20,11) > 0)) {message_dialog("As you walk, two watch towers see you and light fires.","This can't be good."); set_flag(20,10,2); set_flag(20,11,2); } break; Quote
Well-Actually War Trall Niemand Posted May 26, 2008 Posted May 26, 2008 Quote: The sdfs are still at 0 when you get to that spot. Well, that would be the reason; your if statement requires that both flags be greater than zero for any of the other statements to be executed. It sounds like to need to rewrite the condition to mean what you want it to. Quote
Easygoing Eyebeast Xaiya Posted May 26, 2008 Author Posted May 26, 2008 Code: beginoutdoorscript; variables;body;beginstate INIT_STATE; break; beginstate START_STATE; break;beginstate 10; if ((get_flag(20,10) == 0) && (get_flag(20,11) == 0)) {message_dialog("As you walk, two watch towers see you and light fires.","This can't be good."); set_flag(20,10,2); set_flag(20,11,2); } break; It still doesn't work. Quote
Well-Actually War Trall Niemand Posted May 26, 2008 Posted May 26, 2008 Doesn't work how? Are you sure you know the values of those two flags? Right before the if, put in: Code: print_num(get_flag(20,10));print_num(get_flag(20,11)); so that you can find out what the values of those two flags really are. Quote
Easygoing Eyebeast Xaiya Posted May 26, 2008 Author Posted May 26, 2008 I think I see the problem. The state isn't even activating. However, the state exists, the script exists, and I have, in the outdoor details, what the script is. This can't be right. Edit - I'm so stupid. Apparently the game only loads the outdoor script at the beginning of the scenario or when you first enter that section. Entering a town and exiting did not cause it to reload. Quote
Unflappable Drayk Lazarus. Posted May 27, 2008 Posted May 27, 2008 This is correct. You usually need to walk several outdoor sections away and then come back for it to reload. Outdoor scripts suck like that. Quote
Understated Ur-Drakon Celtic Minstrel Posted May 27, 2008 Posted May 27, 2008 Or there's a key combination to reset towns, isn't it? Something like "/", I think? I can never quite remember... Quote
Magnificent Ornk Ephesos Posted May 27, 2008 Posted May 27, 2008 There is no debug shortcut to reload scripts, sadly. Quote
Easygoing Eyebeast Xaiya Posted May 28, 2008 Author Posted May 28, 2008 The debug thing is still very useful, though. Quote
Understated Ur-Drakon Celtic Minstrel Posted May 28, 2008 Posted May 28, 2008 Oh, I thought we were talking about reloading the town data, not the scripts. Never mind. Quote
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