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Quest problem
I've got a modding problem. What I'm trying to do is make it so that the Klakar require you to give up a valuable item before they'll trade with you, but I'm hitting a brick wall as far as how to implement it.
There doesn't appear to be any elegant solution. The best way would be to assign a tag to the items I want them to accept, but I can't find a way to remove the item afterwards. Sure, I could just have an event remove every possible item, but that'd make them get greedy if the player happens to have found more than one. I suppose what I want to do is make individual pages to check for each item, but every way I've tried to implement that has come out all buggy. Also, I've somehow managed to break the Klakar entirely. Something I did makes them never greet the player at all, which is very upsetting since I'd already found a solution to that particular problem. I can't see why it would be happening now. Anyway, here's what I've got. Anyone have any suggestions? Code:
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Re: Quest problem
Usually when i have that happen, i save off a copy of the quest, rip all the code out and part by part put it back in, testing after inserting each part. :(
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Re: Quest problem
Yeah, that's what I've been doing. Unfortunately, checking for a list of items and then removing only one of them isn't something that the base game ever does, so I doubt Fingers anticipated it in his code. Meaning of course that it's probably something that won't ever work the way I want.
I've done a bit of testing with using the THIF command as an alternative, so I might be able to at least partially accomplish what I wanted. The only problem is that'll make the Klakar accept *any* item, rather than a short list of valuables like I wanted. Also, I won't be able to notify the player of which item they want until after it's been taken, which will be a kludge to explain story wise. |
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