Posted by: jastey
« on: July 05, 2014, 06:12:16 AM »I decided to make this an easy fix and just removed the spaces in the container names. In the next version, the items will be there for BG1 but laying on the floor.
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IF
Global("DurlagLevel2","GLOBAL",1)
OpenState("DOOR15",FALSE)
THEN
RESPONSE #100
OpenDoor("DOOR15")
END
IF
Global("DOPDUR1","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("DOPDUR1","GLOBAL",2)
CloseDoor("DOOR01")
PlaySound("AMB_D04A")
END
IF
Global("DOPDUR2","GLOBAL",1)
THEN
RESPONSE #100
SetGlobal("DOPDUR2","GLOBAL",2)
CloseDoor("DOOR02")
PlaySound("AMB_D04A")
END
IF
Global("DOPDUR3","GLOBAL",1)
THEN
RESPONSE #100
OpenDoor("DOOR08")
OpenDoor("DOOR09")
PlaySound("AMB_D04A")
END
IF
Global("DOPDUR3","GLOBAL",2)
THEN
RESPONSE #100
SetGlobal("DOPDUR3","GLOBAL",3)
SetGlobal("KielDoor1","GLOBAL",0)
CloseDoor("DOOR03")
PlaySound("AMB_D04A")
END
IF
Global("Firedrake1","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake1A",FALSE)
Continue()
END
IF
Global("Firedrake2","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake2A",FALSE)
Continue()
END
IF
Global("Firedrake3","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake3A",FALSE)
Continue()
END
IF
Global("Firedrake4","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake4A",FALSE)
Continue()
END
IF
Global("Firedrake5","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake5A",FALSE)
Continue()
END
IF
Global("Firedrake6","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake6A",FALSE)
Continue()
END
IF
Global("Firedrake7","GLOBAL",0)
THEN
RESPONSE #100
TriggerActivation("Firedrake7A",FALSE)
Continue()
END
IF
PartyHasItem("HELM14")
Global("KielHelm","GLOBAL",0)
THEN
RESPONSE #100
OpenDoor("DOOR03")
DisplayString(Myself,'The halls resonate with the sound of grinding stone. A door has opened somewhere nearby.')
CreateCreature("DOPDUR3",[1517.1020],0)
PlaySound("AMB_D04A")
SetGlobal("KielHelm","GLOBAL",1)
END
IF
Global("kieldoor1","GLOBAL",1)
Global("kieldoor2","GLOBAL",1)
OpenState("DOOR03",FALSE)
THEN
RESPONSE #100
OpenDoor("DOOR03")
DisplayString(Myself,'The halls resonate with the sound of grinding stone. A door has opened somewhere nearby.')
PlaySound("AMB_D04A")
END
IF
!Contains("MISC2F","Container21")
OpenState("DOOR18",FALSE)
THEN
RESPONSE #100
OpenDoor("DOOR18")
OpenDoor("DOOR19")
TriggerActivation("Teleport1",TRUE)
TriggerActivation("Teleport2",TRUE)
END
IF
!Contains("MISC2F","Container22")
OpenState("DOOR18",FALSE)
THEN
RESPONSE #100
OpenDoor("DOOR18")
OpenDoor("DOOR19")
TriggerActivation("Teleport1",TRUE)
TriggerActivation("Teleport2",TRUE)
END
IF
Contains("MISC2F","Container21")
Contains("MISC2F","Container22")
OpenState("DOOR18",TRUE)
THEN
RESPONSE #100
CloseDoor("DOOR18")
CloseDoor("DOOR19")
TriggerActivation("Teleport1",FALSE)
TriggerActivation("Teleport2",FALSE)
END
IF
Global("BG1UBBOOK80","AR0512",0)
THEN
RESPONSE #100
ActionOverride([glow=red,2,300]"Container 26"[/glow],CreateItem("BOOK80",0,0,0))
SetGlobal("BG1UBBOOK80","AR0512",1)
END
IF
Global("BG1UBBOOK85","AR0512",0)
THEN
RESPONSE #100
ActionOverride([glow=red,2,300]"Container 18"[/glow],CreateItem("BOOK85",0,0,0))
SetGlobal("BG1UBBOOK85","AR0512",1)
END
///////////////////////////////////////////////////
// Additional Durlag's Tower Book ("Seek No Heirs")
<<<<<<<< .../bg1ub/bk_0102.baf
IF
Global("BG1UBBOOK80","%DurlagsTower_D2%",0)
THEN
RESPONSE #100
ActionOverride("Container 26",CreateItem("%tutu_var%BOOK80",0,0,0))
SetGlobal("BG1UBBOOK80","%DurlagsTower_D2%",1)
END
>>>>>>>>
OUTER_SPRINT temp_tutu "_AR0512" OUTER_SPRINT temp_bgt "ARD012" OUTER_SPRINT temp_bg "AR0512" LAUNCH_ACTION_MACRO "getcpmvara"
EXTEND_BOTTOM ~%temp_cpmvar%.bcs~ ~.../bg1ub/bk_0102.baf~
EVALUATE_BUFFER
//////////////////////////////////////////////////
// Additional Durlag's Tower Book ("Know My Loss")
<<<<<<<< .../bg1ub/bk_0103.baf
IF
Global("BG1UBBOOK85","%DurlagsTower_D2%",0)
THEN
RESPONSE #100
ActionOverride("Container 18",CreateItem("%tutu_var%BOOK85",0,0,0))
SetGlobal("BG1UBBOOK85","%DurlagsTower_D2%",1)
END
>>>>>>>>