razorpony Posted May 8, 2010 Share Posted May 8, 2010 In the first script, you've got an Endif statement in each section that's not needed. It should go If, ElseIf, ElseIf, EndIf. Try it like this:scn SFKPallyBubbleScript ref self short DoOnce1 short DoOnce2 Short DoOnce3 begin gamemode if ( SFKCommanderSpringvaleREF.getav health <= SFKCommanderSpringvaleREF.getbaseav health * .75 ) && ( DoOnce1 != 1) SFKCommanderSpringvaleREF.cast SFKPallyBubbleAB SFKCommanderSpringvaleREF set DoOnce1 to 1 return elseif ( SFKCommanderSpringvaleREF.getav health <= SFKCommanderSpringvaleREF.getbaseav health * .50 ) && ( DoOnce2 != 1) SFKCommanderSpringvaleREF.cast SFKPallyBubbleAB SFKCommanderSpringvaleREF set DoOnce2 to 1 return else if ( SFKCommanderSpringvaleREF.getav health <= SFKCommanderSpringvaleREF.getbaseav health * .25 ) && ( DoOnce3 != 1) SFKCommanderSpringvaleREF.cast SFKPallyBubbleAB SFKCommanderSpringvaleREF set DoOnce3 to 1 return endif end I just spaced things out a bit to make it easier to read. Not sure about the second script, sorry. -Razorpony Link to comment Share on other sites More sharing options...
ub3rman123 Posted May 9, 2010 Author Share Posted May 9, 2010 The second script resolved itself. Turns out the problem was that the factions modify disposition, not set it. So one set it to 100 then the other reset it to 0, rather than the -100 or so needed. Link to comment Share on other sites More sharing options...
ub3rman123 Posted May 9, 2010 Author Share Posted May 9, 2010 Hmm, nope. The script is still stuck in an eternal loop. I can just leave it out.. I doubt anyone will notice if a monster's size and strength increases during a fight. Link to comment Share on other sites More sharing options...
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