Author Topic: Interact Problem  (Read 2051 times)

Offline Diana

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Interact Problem
« on: June 05, 2004, 05:29:46 PM »
This has really got me stumped.

From the NPC's script:

IF
  Global("NaliaKeepPlot","GLOBAL",1) // After Keep quest completed
  See("Nalia") // I don't have her in party - didn't work even if she WAS in the party
  !Dead("Nalia")
  !StateCheck("Nalia",STATE_SLEEPING)
  CombatCounter(0)
  Global("DNaliaTalk","LOCALS",0)
THEN
  RESPONSE #100
    SetGlobal("DNaliaTalk","LOCALS",1)
    Interact("Nalia")
END

From the Bxxxx.d file:

CHAIN3 IF ~Global("NaliaKeepPlot","GLOBAL",1)
Global("DNaliaTalk","LOCALS",1)
See("Nalia") !Dead("Nalia")
!StateCheck("Nalia",STATE_SLEEPING)~ THEN BSilver Nalia1
@290 DO ~SetGlobal("DNaliaTalk","LOCALS",2)~
== BNALIA @291
== BSilver @292
== BNALIA @293
EXIT

Why the heck is a non-scripted banter with Aerie triggering?  That is what I can't figure out!  It gets to setting the DNaliaTalk variable to 1 in the script cause I checked with DisplayStringHead but it always triggers that same non-scripted Aerie banter.  Makes one wanna pull out their hair in frustration.

Offline jcompton

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Re: Interact Problem
« Reply #1 on: June 05, 2004, 05:31:31 PM »
Dollars to donuts it's because of weighting. Anything you want to trigger via script should be weighted higher than non-scripted banters that you want to appear through the banter timer.

So move this CHAIN higher in your .d file. Higher than any banter that could occur just "whenever."

And incidentally, you can just call it CHAIN and save a character of typing. CHAIN and CHAIN3 are exactly identical.
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Offline Diana

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Re: Interact Problem
« Reply #2 on: June 06, 2004, 01:02:13 PM »
Sigh.....and I thought I only had to worry about syntax and logic.  Thanks.

 

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