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Creating random variations of npc response via sharedinfo


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8 minutes ago, scorrp10 said:

I gave you the solution in my prior post.

You attach the script fragments giving the item  to player to the infos you do invisible continue FROM.   

Lol. You're totally correct. I added them to the later catchall one. And in the process I learned how to call from formlists. I just needed to change it to:

Game.Getplayer().Additem(CsbItemChoice.getat(MyGlobal.GetValueInt()), 1)

It's all working. 

You're a genius, man - somehow understanding my ramblings and pointing to the solutions !

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Instead of global vars, I use properties on quest scripts, as much as I can.  If you make the quest script and property "conditional", you can also test its value in conditions.

In the pre-invisible-continue script, just do "myquest.myproperty = 1".  In the post-invisible-continue script, do "if myquest.myproperty == 1".

 

 

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