Author: agentorangeguy (---.localdomain)
Date: 08-14-09 18:54
Ok I'm still having a little trouble with getting that to work. I guess the first thing I want to work out is how to get the NPCs to change their greeting after that NPC has been met. Here is a example npc script I will paste here to show you the basic setup of a test npc. I don't know who the actual npc is, I think it might be one of the skara brae ghosts. I just pulled the number
#game "blackgate"
void TestNPC object# (0x493) ()
{
var DOUBLECLICK= 1;
if (event == DOUBLECLICK)
{
TestNPC.say("You see a Test NPC");
//TestNPC.say("Back already?");
//what npc is supposed to say after MET.. still can't get it to work.
}
var options = ["name", "job", "bye"];
converse(options)
{
case "name":
say("\"Insert Name hEre\"");
case "job":
say("\"Insert Job Here\"");
add(["whatever"]);
case "whatever":
say("\"other added conversation\"");
//THese should be dependant on if npcs are met, still can't get it to
// work properly
case "Lord British"(remove):
say("\"Try dropping a sign on his head.\"");
case "bye":
say("\"Goodbye.\"");
break;
}
}
Ok when my conversation scripts are compiled, I cant seem to get the MET thing to work. It will say both the first greeting and the second greeting right after. NPCs I have created (well, modified with my own convo. scripts) aren't acting right. I gave them new portraits that have been indexed, one of them works fine, but the rest just show up a blank next to the text they say. It seems when I approach those npcs, it initiates conversation, yet I can't see their responses or face.
Could this be because I have a few npc scripts pasted right after each other in the same usecode.uc file? #include statements don't seem to work for me when I try to organize like Alun Bestor's usecode. UCC will crash when i try to compile. I just gave up tryign tomake it look neat and put them all on the same file
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