Guest KillMeTwice Posted August 5, 2008 Share Posted August 5, 2008 Havnt scripted before and i just downloaded the talking sword script and enchantment but i dont know where to add the speech :P elseif IsCloudy && Owner.IsInInterior == 0 && SwdR2 != 4 && SwdR3 != 4 && Constant > 75 ;runs if the weather is cloudy if SwdTimer > SwdFrequency2 set SwdR to 4 StartQuest zzSwordDialog set SwdLoopStatus to 1 return endif Link to comment Share on other sites More sharing options...
Kratius Posted August 9, 2008 Share Posted August 9, 2008 Havnt scripted before and i just downloaded the talking sword script and enchantment but i dont know where to add the speech :P elseif IsCloudy && Owner.IsInInterior == 0 && SwdR2 != 4 && SwdR3 != 4 && Constant > 75 ;runs if the weather is cloudy if SwdTimer > SwdFrequency2 set SwdR to 4 StartQuest zzSwordDialog set SwdLoopStatus to 1 return endif Don't know the total script, nor the mod you're referring to, but based upon the scripting logic I guess it can be placed here; elseif IsCloudy && Owner.IsInInterior == 0 && SwdR2 != 4 && SwdR3 != 4 && Constant > 75 ;runs if the weather is cloudy if SwdTimer > SwdFrequency2 Message "Type here the speech you want to become visible on your screen" set SwdR to 4 StartQuest zzSwordDialog set SwdLoopStatus to 1 return endif In scripting it comes to this: wathever comes next to a line starting with an 'if', 'elseif', or 'else' is the command that will happen. Above script-part can be read like this;elseif IsCloudy && Owner.IsInInterior == 0 && SwdR2 != 4 && SwdR3 != 4 && Constant > 75 ==> If it is cloudy, you are not inside a building (and the meaning of Swdr depends on the mod's contents...);runs if the weather is cloudy==> This is nothing more than an explanation of the scripter to the people who read this script. By adding the ; sign, he tells the computer to ignore this line. if SwdTimer > SwdFrequency2==> And when above is fullfilled + a time (started somewhere in the begin of the script) is higher than Message "Type here the speech you want to become visible on your screen"==> Then the message (whatever you want to see as text on your screen) will appear set SwdR to 4==> Also Swdr wil be set to 4 StartQuest zzSwordDialog==> Also the quest named 'zzSwordWialog' will be started (see BTW beneath!) set SwdLoopStatus to 1==> Also SwdLoopStatus wil be set to 1 return==> This will end the reading of the script by the computer, telling him there's nothing more. (As far as I know, that's not needed here...) endif==> this 'endif' function is needed to let the computer know there's nothing more to be done when it is cloudy, etc... (Since this scriptblock has started with 'if' , 'endif' always needs to be put here. BTW the sentence in the script 'StartQuest zzSwordDialog' is a sentence that tells the game that it should start a quest, and based upon the title of that quest (zzSwordDialog) it seems that it's that quest that adds the different dialogs/speeches, not this script... So if you want to change the speech it must be done in that quest, or you could erase this sentence and use that 'message' line I put in there. But when doing so be aware that this simple modification can change a lot! You must know what that quest does beforehand! greetz Link to comment Share on other sites More sharing options...
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