LexusTG Posted June 2, 2010 Share Posted June 2, 2010 So I have a "note" (a scroll) you find in my quest with information on the quest in it. So after reading I want a setstage to trigger to get a new journal item. But I cannot find how to do so..Some help for a noob? This is the o so simple code I have now: scn IDGFalasNoteScript begin onactivate activate if getstage IDGQuestFindFalas == 0 setstage IDGQuestFindFalas 10 endif end But what that does is open the scroll and right a way post a new journal item message on top of it. But what I want is to open the scroll wait till the player takes it or exits it and then set the stage to 10.. any thoughts? Link to comment Share on other sites More sharing options...
StonersCharm Posted June 2, 2010 Share Posted June 2, 2010 Try: If GetStage IDGQuestFindFalas == 0 If GetEpuipped "the id of the note" == 1 SetStage IDGQuestFindFalas 10 EndIfEndIf Im a noob too lol so i'm not positive this works but i think it will. Im having trouble using xmarkers and mapmarkers as references in script. theyre marked as persistent references but when i use them the compiler says its an invalid reference. Do you have any ideas? Link to comment Share on other sites More sharing options...
LexusTG Posted June 2, 2010 Author Share Posted June 2, 2010 Try: If GetStage IDGQuestFindFalas == 0 If GetEpuipped "the id of the note" == 1 SetStage IDGQuestFindFalas 10 EndIfEndIf Im a noob too lol so i'm not positive this works but i think it will. Im having trouble using xmarkers and mapmarkers as references in script. theyre marked as persistent references but when i use them the compiler says its an invalid reference. Do you have any ideas? Thanks for the respons but I think the problem is with this solution is that when the player reads the note it is not equiped (or is it??) so when the note is activated the script will not run....I could do such a check in gamemode but the problem then would be if the player doesn't take after reading the note it is never in the inventory thus the script will never trigger.....hmmmmmmmm And about markers I haven't worked with them yet (except the map marker in the render window) so I dont think I can help you maybe if you search for the ShowMap syntax you'll get something usefull? Link to comment Share on other sites More sharing options...
StonersCharm Posted June 3, 2010 Share Posted June 3, 2010 I figured out my problem and i think i figured out your problem. Instead of using "OnActivate" use "OnAdd Player" and attach the script to your scroll. That should work Link to comment Share on other sites More sharing options...
lonewolfkai Posted June 3, 2010 Share Posted June 3, 2010 but what if the player chooses not to take the note? Can't you read it without taking it? Link to comment Share on other sites More sharing options...
StonersCharm Posted June 3, 2010 Share Posted June 3, 2010 Yea your right. in my mod i made it a requirement that the player had to take the scroll because it was needed for the next stage. but that might not work for your mod Link to comment Share on other sites More sharing options...
lonewolfkai Posted June 3, 2010 Share Posted June 3, 2010 Perhaps you could state that you have to take the note in the journal entry for the previous stage Link to comment Share on other sites More sharing options...
StonersCharm Posted June 3, 2010 Share Posted June 3, 2010 That just might work lol Link to comment Share on other sites More sharing options...
StonersCharm Posted June 3, 2010 Share Posted June 3, 2010 I used an npc that the player has to talk to in the next stage to tell the player that the note was needed and they couldn't move on until the player got it... if that works for your mod at all Link to comment Share on other sites More sharing options...
LexusTG Posted June 7, 2010 Author Share Posted June 7, 2010 Thnx I'll try the onAdd Player methode...and specify the player needs to take the note... That might just work. thnx Link to comment Share on other sites More sharing options...
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