Author Topic: Check in .d or .baf?  (Read 1321 times)

Offline Cameron

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Check in .d or .baf?
« on: June 10, 2004, 06:51:50 PM »
Do I need to check in the .d or is checking in the baf enough.

This is from the Banterpack, soa.d file

Code: [Select]
~See(Player1)
!StateCheck(Player1,STATE_SLEEPING)
Global("feudplot","GLOBAL",2)
Global("loganmantle","GLOBAL",2)
!Global("GrovePoisoned","GLOBAL",1)
!Dead("trfued01")
!Dead("trfued05")
!Dead("trgeni01")
Dead("Shadel")

I have been doing this:
in the baf:
~See(Player1)
Global("feudplot","GLOBAL",2)
Global("MyVariable","GLOBAL",0)
!Dead("trfued01")
!Dead("trfued05")
!Dead("trgeni01")
Dead("Shadel")
THEN
RESPONSE #100
SetGlobal("MyVariable","GLOBAL",1)
Dialog(Myself)
END

in the .d:
IF ~SetGlobal("MyVariable","GLOBAL",1)~ THEN BEGIN whatever
SAY ~etc...~


So, basically, what I want to know is: Do I need to check in the .d like in the Banterpack or is checking in the .baf enough? 
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Offline jcompton

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Re: Check in .d or .baf?
« Reply #1 on: June 10, 2004, 07:15:04 PM »
Yes. Basically, when you use scripting to initiate dialogue, you want a (usually high-weighted) state trigger in the DLG which will match what you just set, so in this case, Global("MyVariable","GLOBAL",1)

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