Good evening!
Got another question for you all. Here goes. The script of course has its GLOBAL/LOCALS variables to start the respective section in the J.D file. If all script/variable conditions are true and I don't chose the valid response but try to reset the script variables to re-execute after its turned down -- is this possible? I've tried this but I just get a loop though I think I've coded everything correctly - set the intial triggers in the script back to what they're supposed to check for.
ORIGINAL SCRIPT from the Sprite's BCS
IF
Global("Silverinitbanter","LOCALS",0)
THEN
RESPONSE #100
SetGlobal("Silverinitbanter","LOCALS",1)
SetGlobalTimer("Siltalk","GLOBAL",TWO_DAYS)
END
IF
Global("#Silveryy1","GLOBAL",0)
GlobalTimerExpired("Siltalk","GLOBAL")
IfValidForPartyDialogue("D#Silver")
CombatCounter(0)
THEN
RESPONSE #100
SetGlobal("#Silveryy1","GLOBAL",1)
Dialog(Player1)
END
Part of the Sprite's J.D File:
APPEND D#Silver
IF ~Global("#Silveryy1","GLOBAL",1)~ SYouth1
SAY @153
]IF ~~ REPLY @154 DO ~SetGlobal("#Silveryy1","GLOBAL",2)~ GOTO SYouth12 //Executes perfectly
IF ~InParty("Jan")~ REPLY @155 GOTO SYouth2
IF ~!InParty("Jan")~ REPLY @155 GOTO SYouth3
END
IF ~~ SYouth2
SAY @156
IF ~~ GOTO SYouth3
END
IF ~~ SYouth3
SAY @157
IF ~~ REPLY @158 DO ~SetGlobal("#Silveryy1","GLOBAL",0) SetGlobal("Silinitbanter","LOCALS",0)~ GOTO SYouth4 // This is where it's going wrong - script doesn't retrigger though I've tried to reset the script tests
IF ~~ REPLY @159 DO ~SetGlobal("#Silveryy1","GLOBAL",2)~ GOTO SYouth5
END
IF ~~ SYouth4
SAY @160
IF ~~ EXIT
END
Why, oh why, doesn't this stuff reset after the sprite is turned down so the block retriggers after the two day timer so the sprite pesters player1 again?