<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> mateys!
I have been working on a fix for the Animists Quest - to make the quest clearer and so that you don't get lost in the middle of it.
As I've been working, it's been slow-going because I've had to stop to test things as I go, but so far I've had success, which is good. I'm now to the part where you are helping the church - trying to find out about those love letters - and I've run into a problem I need a bit of assistance to solve.
What I've got is a quest check - I've set it up so that you go talk to the tavern-keeper, and he's only got limited info on the forger - WHO he is, but not WHERE he is. SO, in the quest book, you will find the suggestion to talk to an ordinary citizen who should be able to tell you where this guy lives.
The dialog works well, and easily. Here's the pertinent part of the node:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> case "info":
dialog.snd1 = "";
dialog.snd2 = "";
dialog.snd3 = "";
d.Text = RandPhrase(DLG_TEXT[79] + address_form.eng + DLG_TEXT[80], DLG_TEXT[81], DLG_TEXT[82] + address_form.eng + DLG_TEXT[83], &Dialog, Dialog.snd1, Dialog.snd2, Dialog.snd3);
if (CheckQuestAttribute("Church_help", "Kinne")) // --> Cat
{
Link.l1 = DLG_TEXT[162];
Link.l1.go = "Kinne";
} // <-- Cat
else
{
if(Rand(1)==0)
{
Link.l1 = DLG_TEXT[84];
Link.l1.go = "governor";
}
else (&tc)<!--c2--></div><!--ec2-->
Here's the deal... I have set a quest attribute in the tavern-keeper's dialog, and the checker is this line in the Greenford Citizen dialog:
<span style='color:darkred'>if (CheckQuestAttribute("Church_help", "Kinne"))</span>
Only thing is, I need to "shut off" this quest attribute once my dialog with Kinne is over, so that the citizen dialog goes back to normal.
I've tried this with my sneaky trader mod, and have been having the same trouble... There's something I need to do that I'm not doing... I don't have the command syntax correct, or something. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
How do I tell this thing, if the quest attribute is Kinne, but NOT Yedam (another attribute I can set), then "do this"?
Or conversely, how do I make it so that it will shut off the "Kinne" attribute so that things in the citizen dialog return to normal?
Hope this makes sense, I have been up all night working <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /> up to this point, and it's frustrating to be stalled when things have otherwise been moving along so nicely. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
Thanks. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="
" border="0" alt="icon_mrgreen1.gif" />
I have been working on a fix for the Animists Quest - to make the quest clearer and so that you don't get lost in the middle of it.
As I've been working, it's been slow-going because I've had to stop to test things as I go, but so far I've had success, which is good. I'm now to the part where you are helping the church - trying to find out about those love letters - and I've run into a problem I need a bit of assistance to solve.
What I've got is a quest check - I've set it up so that you go talk to the tavern-keeper, and he's only got limited info on the forger - WHO he is, but not WHERE he is. SO, in the quest book, you will find the suggestion to talk to an ordinary citizen who should be able to tell you where this guy lives.
The dialog works well, and easily. Here's the pertinent part of the node:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> case "info":
dialog.snd1 = "";
dialog.snd2 = "";
dialog.snd3 = "";
d.Text = RandPhrase(DLG_TEXT[79] + address_form.eng + DLG_TEXT[80], DLG_TEXT[81], DLG_TEXT[82] + address_form.eng + DLG_TEXT[83], &Dialog, Dialog.snd1, Dialog.snd2, Dialog.snd3);
if (CheckQuestAttribute("Church_help", "Kinne")) // --> Cat
{
Link.l1 = DLG_TEXT[162];
Link.l1.go = "Kinne";
} // <-- Cat
else
{
if(Rand(1)==0)
{
Link.l1 = DLG_TEXT[84];
Link.l1.go = "governor";
}
else (&tc)<!--c2--></div><!--ec2-->
Here's the deal... I have set a quest attribute in the tavern-keeper's dialog, and the checker is this line in the Greenford Citizen dialog:
<span style='color:darkred'>if (CheckQuestAttribute("Church_help", "Kinne"))</span>
Only thing is, I need to "shut off" this quest attribute once my dialog with Kinne is over, so that the citizen dialog goes back to normal.
I've tried this with my sneaky trader mod, and have been having the same trouble... There's something I need to do that I'm not doing... I don't have the command syntax correct, or something. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
How do I tell this thing, if the quest attribute is Kinne, but NOT Yedam (another attribute I can set), then "do this"?
Or conversely, how do I make it so that it will shut off the "Kinne" attribute so that things in the citizen dialog return to normal?
Hope this makes sense, I have been up all night working <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /> up to this point, and it's frustrating to be stalled when things have otherwise been moving along so nicely. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
Thanks. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="
