Author Topic: [Modder Claim] Plot 28 - wretched fetcher - A smithy  (Read 4047 times)

Wretched Fetcher

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Re: [Modder Claim] Plot 28 - wretched fetcher - A smithy
« Reply #30 on: October 15, 2015, 09:51:25 AM »
>Then again this question was for experts,and I'm no such thing.

For me you certainly are an expert, Drakkmore  :)

>can't you just tell it to give the entry like you can with Dialog. Or maybe what ever the console command would be for advancing quest stages?

I did exactly that, with script command "setJournalIndex". It does advance the quest index, however the associated journal entry does not appear.

>the stronghold quests.

Yes, I remember that. Many thanks for the hint!

>can you try setting a journal entry for the quest stage?

I wrote entries for all indices (aka quest stages).

> you can add simple MessageBox saying somtehing like "Quest state updated!".

This can work! Thanks, Moritius!
« Last Edit: October 15, 2015, 10:37:08 AM by Wretched Fetcher »

Moritius

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Re: [Modder Claim] Plot 28 - wretched fetcher - A smithy
« Reply #31 on: October 15, 2015, 10:05:00 AM »
Maybe you f-ed up something in the script? :P
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Wretched Fetcher

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Re: [Modder Claim] Plot 28 - wretched fetcher - A smithy
« Reply #32 on: October 15, 2015, 10:35:18 AM »
Maybe you f-ed up something in the script? :P

I could  ^^

Have a look:

begin nx_wpnstst

short mtkatana
short mttanto
short mtthstar

if (mtkatana == 1)
if (mttanto == 1)
if (mtthstar == 1)

setJournalIndex, "MT15_nx_wpnstst", 20

endif
endif
endif

end

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Variables are set to "1" via dialogue topics.
« Last Edit: October 15, 2015, 10:38:06 AM by Wretched Fetcher »

Moritius

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Re: [Modder Claim] Plot 28 - wretched fetcher - A smithy
« Reply #33 on: October 15, 2015, 11:22:54 AM »
If you set them using dialogue, you need to make them global - instead you have them local in script and dialogue can't set them properly.
You know: Gameplay->Globals. And there will be no need to define them in script.
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Wretched Fetcher

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Re: [Modder Claim] Plot 28 - wretched fetcher - A smithy
« Reply #34 on: October 15, 2015, 12:23:59 PM »
If you set them using dialogue, you need to make them global - instead you have them local in script and dialogue can't set them properly.
But the script would have failed then, whereas everything worked normally, and the quest can be completed.

I've opted for local script for performance reasons. The quest is small, so the using of global script was not justified, I thought. I haven't tested everything enough, I admit - was in a hurry to make an update for DEG's upcoming showcase.

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The script is attached to an NPC, and variables are activated in the dialogue of the same NPC.

Moritius

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Re: [Modder Claim] Plot 28 - wretched fetcher - A smithy
« Reply #35 on: October 15, 2015, 03:39:37 PM »
No, not the script, I mean global variables only (look in my claims - mainly casino). I'm sure despite they're defined only in script, game engine doesn't recognize them as one, but separate copy for each, script and dialogue. It's like two different references for variable.

Code: [Select]
begin nx_wpnstst

;note that there's no variable

if (mtkatana == 1)
if (mttanto == 1)
if (mtthstar == 1)

setJournalIndex, "MT15_nx_wpnstst", 20

endif
endif
endif

end

What I'm trying to said in short: you need to open "Gameplay->Globals...", create new short (:D)variables called mtkatana, mttanto, mtthstar.
(I'm not sure if I'm writing those things undersatndable as English isn't my primary language :P).
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