Put the (store_script_param_1) in the beginning, maybe?
("start_mod",[(eq,1,1),],"Quick Character (for mod testing)",
[
(troop_set_type,"trp_player",0),
(assign,"$character_gender",tf_male),
(troop_raise_attribute, "trp_player",ca_intelligence,-4),
(change_screen_return, 0),
]
),
[trp_zarbon,"zarbon_5a7", [], "Who told you that?! Only me and a few of the troops escaping Ela by ship where there to see Prince Ariel and his home go down.\
B-but how can that be?! I was the only survivor in that ship!\
Oh what am I saying?! Maybe- Ugh! You've wasted enough of time! Please leave me alone.", "close_window", [(assign, "$zarbon_confused_about_player", 1)]],
[trp_zarbon|plyr,"zarbon_4", [], "It was nothing, really.", "close_window", [(assign, "$wasted_zarbons_time", 1)]],
[trp_zarbon,"start", [(eq, "$wasted_zarbons_time", 1)], "Please do not waste anymore of my time. My mission demands my full concentration.", "close_window", []],
[trp_zarbon,"start", [(eq, "$zarbon_confused_about_player", 1)], "Oh...It's you again...", "close_window", [(remove_troop_from_site, "trp_zarbon", "scn_town_1_center")]],
erennuman_mb said:Put the (store_script_param_1) in the beginning, maybe?
Put those starting dialogs on top of the whole dialog.CutContent said:Hey does anyone know why my dialog isnt working?
[trp_zarbon,"zarbon_5a7", [], "Who told you that?! Only me and a few of the troops escaping Ela by ship where there to see Prince Ariel and his home go down.\
B-but how can that be?! I was the only survivor in that ship!\
Oh what am I saying?! Maybe- Ugh! You've wasted enough of time! Please leave me alone.", "close_window", [(assign, "$zarbon_confused_about_player", 1)]],
[trp_zarbon|plyr,"zarbon_4", [], "It was nothing, really.", "close_window", [(assign, "$wasted_zarbons_time", 1)]],
[trp_zarbon,"start", [(eq, "$wasted_zarbons_time", 1)], "Please do not waste anymore of my time. My mission demands my full concentration.", "close_window", []],
[trp_zarbon,"start", [(eq, "$zarbon_confused_about_player", 1)], "Oh...It's you again...", "close_window", [(remove_troop_from_site, "trp_zarbon", "scn_town_1_center")]],
I made a some dialogs. after some of the dialog options it assigns a global variable a value. but my problem is ingame it does not use the bottom dialog in red with the conditions. there is 2 closing dialogs, each assigns a global variable but if I try talking to Zarbon again he doesnt use the 2 starting conditioned dialogs ment for the variable that was just assigned moments ago. how do i fix this?
Tüfekçi Başı said:Hello
(agent_get_wielded_item, <destination>, <agent_id>, <hand_no>),
I can get agent's bow in right hand with this code.
(agent_get_wielded_item, ":a_bow", ":agent", 0),
But I couldn't get agent's left hand when he uses arrow with this code.
(agent_get_wielded_item, ":an_arrow", ":agent", 1),
Where is my mistake?
CutContent said:I'm trying to make a rifle with its own custom running anims and stuff.
[trp_npc7,"start", [(eq,"$talk_context", tc_compdialog),(eq, "$rezien", 1),], "x","rezien1-1",[(assign, "$rezien", 2),]],
[trp_npc10,"rezien1-1", [], "y", "rezien1-2",[]],
[trp_npc7,"rezien1-2", [], "z", "rezien1-3",[]],
[trp_npc10,"rezien1-3", [], "x", "rezien1-4",[]], ....
Somebody said:Use anyone|other(trp_npc10) instead of trp_npc10 from a dialogue that's started by trp_npc7.
You also need to make sure both troops are visitors in the current scene, and that other conversation globals you take for granted (like $g_talk_troop) are set properly.
Tüfekçi Başı said:Anybody knows solution?
Tüfekçi Başı said:Hello
(agent_get_wielded_item, <destination>, <agent_id>, <hand_no>),
I can get agent's bow in right hand with this code.
(agent_get_wielded_item, ":a_bow", ":agent", 0),
But I couldn't get agent's left hand when he uses arrow with this code.
(agent_get_wielded_item, ":an_arrow", ":agent", 1),
Where is my mistake?
Is there a way I can decrease the amount each additional trade item depresses the market value at a town market?Hides to cities the value was 320 and it went to 200 after several hides
gdwitt said:New complaint from player:
Is there a way I can decrease the amount each additional trade item depresses the market value at a town market?Hides to cities the value was 320 and it went to 200 after several hides
It's always been a problem in Brytenwalda. I would like a system where it only decreased about 4-5% max with each item.