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Originally posted by Obsidian the Black:
Thankye ever so much guys. Just a few questions. That lock door script, when it locks will it set it up so it needs a key to open it again? Because the door will be key locked.
And the spell script, I will give you the tags for each of the things, so could you just put them where they would be needed. Cowled Wizard=cowledwizard
Magic Permit=magicpermit Waypoint for Jail=WP_jail and it is every spell cast, so how would I make it that every spell cast triggers it? And do I have to place the script in the OnHeartbeat in module properties? Thanks
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object oPC = GetLastSpellCaster();
object oCowledWizardWarning = GetObjectByTag("cowledwizard");
object oCowledWizardJail = GetObjectByTag("cowledwizard");
int nSpellsCast = GetLocalInt(OBJECT_SELF, "SPELLSCAST");
int nTimesWarned = GetLocalInt(OBJECT_SELF, "TIMESWARNED");
object WPJail = GetObjectByTag("WP_jail");
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if ((GetIsPC(oPC))!&(GetItemPossessedBy(oPC, "magicpermit)))
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if ((GetIsPC(oPC))&&(nTimesWarned == 1)!&(GetItemPossessedBy(oPC, "magicpermit)))
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I put 2 different cowled wizards in since that's easier with the dialogues. If you want one you have to script when he says what too (though your mod is more tidy with 1).
if i think of it it keeps triggering when it's in the onheartbeat isn't it? Is tgere an onspellcast in the module properties if so you could put it there otherwise it is in the area properties (IIRC), put it in one of those. if it's in the area properties you can make areas in which you can cast freely as well instead of having it for the whole mod
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Dreamers did work, thanks guys. Another question. Can anyone give me a script or help me, to make one, that When you talk to a guy (Arena Master) He say something like "Greetings there. Would you like to have a go in the arena?" and PC says "yes please" Then Arena master says "What would you like to fight?" and you have a wide choice like, skeleton, dragon, baalor, imp...... How could I go about making all that?
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create a dialogue with all the options. then put a script in the actions taken tab of a sentence (for each monster a different one) that jumps the pc to thge area with the monster in it.
void main()
{
ActionJumpToObject("waypoint of the area", TRUE);
}
this will do it. if you're making areas of different sizes and sifferentlooking (which i assume since you have all different sorts of monsters) this is the easiest way.
[ 01-26-2003, 03:49 AM: Message edited by: philip ]