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Conversation with Action and Condition Script

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2

234ab

Rookie
#1
Nov 2, 2011
Conversation with Action and Condition Script

I need some help for this text (While a script assigned to the Action Script attribute is activated soon after a conversation node is finished, a script assigned to the Condition Script attribute is instead activated before a particular conversation node takes place. This can be used to check whether any additional conditions were fulfilled. ) I understood Action scripts happen after the conversation part, condition script. But my condition scripts didn't work, and that script doesn't work if happens, when a creature dies or damaged.. In addition that script doesn't work, anyone has fix for me in a reply? script: #include "inc_ai"

void main()

{
object oPC = GetFirstPC();
object object_name = GetObjectByTag("character_tag");
AI_ClearPersonalAttitude(object_name, oPC);
AI_SetPersonalAttitude(CN_ATTITUDE_HOSTILE, object_name, oPC);
SetProfile(object_name, PROFILE_TYPE_ENEMY_WITCHER, TRUE);
}


And how to make it to another of my script is getting work (if a conversation ends a monster appears, but another character is not.) It need some refresh, but is the only mode to get an another area, this is could be avoided?

Yours sincerely, 234ab
 
C

Corylea.723

Ex-moderator
#2
Nov 2, 2011
234ab said:
I need some help for this text (While a script assigned to the Action Script attribute is activated soon after a conversation node is finished, a script assigned to the Condition Script attribute is instead activated before a particular conversation node takes place. This can be used to check whether any additional conditions were fulfilled. ) I understood Action scripts happen after the conversation part, condition script. But my condition scripts didn't work, and that script doesn't work if happens, when a creature dies or damaged..
And how to make it to another of my script is getting work (if a conversation ends a monster appears, but another character is not.) It need some refresh, but is the only mode to get an another area, this is could be avoided?
Click to expand...
I'm not sure I'm understanding your questions, so let me check to make sure that I get what you're asking.

You want to run a condition script that will make a conversation happen under some conditions but not under other conditions, yes? And that condition script is not controlling the conversation the way it should?

I found that condition scripts didn't always work, but there's a way around this. Use a dialogue flag to control whether or not that particular conversation happens, then use the conditions you want to set the dialogue flag. You can set dialogue flags in conversation or with a script or as a result of a quest phase being fulfilled, so you can get your dialogue flag set in a number of different ways, depending on what you're trying to accomplish.


Another problem is that the script you can set to run when a character dies doesn't seem to run? Yeah, I've had that problem, too. I've had it work for me on one character and had the exact same script in the exact same box not work on another character. A way around that is to use the quest editor and to have "Character is dead" as the condition that fulfills a phase of the quest. It doesn't have to be a quest that's visible to the player, even; as long as the quest is running, you can still have things happen when the "Character is dead" condition is fulfilled.


In addition that script doesn't work, anyone has fix for me in a reply? script:

#include "inc_ai"

void main()

{
object oPC = GetFirstPC();
object object_name = GetObjectByTag("character_tag");
AI_ClearPersonalAttitude(object_name, oPC);
AI_SetPersonalAttitude(CN_ATTITUDE_HOSTILE, object_name, oPC);
SetProfile(object_name, PROFILE_TYPE_ENEMY_WITCHER, TRUE);
}
Click to expand...
This is the script I used to turn Vetala hostile during "Medical Problems 1" if the player decided to kill him:

#include "inc_ai"

void main()

{
object oPC = GetFirstPC();
object oVetala = GetObjectByTag("my_ghoul; monster; ghoul_skin");
AI_ClearPersonalAttitude(oVetala, oPC);
AI_SetPersonalAttitude(CN_ATTITUDE_HOSTILE, oVetala, oPC);
SetProfile(oVetala, PROFILE_TYPE_ENEMY_WITCHER, TRUE);
}


As you can see, it's the same as the script you're using. So either your script isn't being called for some reason, or you've filled in the "object name" and "character tag" fields incorrectly.

I don't know if it's Djinni or the Aurora engine, but some things don't always work, and when that happens, you have to find a different way of accomplishing the same goal. Luckily, although Djinni has parts that seem to be broken, it also has a lot of paths that end up in the same place, so you can usually find a work-around.

If I have not understood what your questions are, please ask again, using different words.
 
2

234ab

Rookie
#3
Nov 2, 2011
I really thank you! :)
 
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