IronPlatypus Posted February 21, 2013 Share Posted February 21, 2013 I didn't even try to attempt this, but I need a script that does: 1. a cap check for x amount of caps2. if the player meets the cap check, take away those caps3. after the caps are taken away, enable an object in a different location Thanks! Link to comment Share on other sites More sharing options...
Xaranth Posted February 21, 2013 Share Posted February 21, 2013 (edited) Uhm, going to need a trigger somehow, but...begin %blocktype if player.getItemCount caps001 >= %CONSTANT_1 player.removeItem caps001 %CONSTANT_1 YourObjectREF.enable endIf endObviously that's useless as is, except as a template. Edited February 21, 2013 by Xaranth Link to comment Share on other sites More sharing options...
IronPlatypus Posted February 21, 2013 Author Share Posted February 21, 2013 Thanks. I'm using dialogue as a trigger, for a house mod with buyable furniture, etc. I appreciate the help. Link to comment Share on other sites More sharing options...
Xaranth Posted February 21, 2013 Share Posted February 21, 2013 In that case, you can delete the 'blocktype' and 'end' lines, and just make a Dialogue Result script:player.removeItem caps001 NUMCAPS yourObjectREF.enableand use dialogue topic conditions to handle making sure the player has the caps required. Link to comment Share on other sites More sharing options...
IronPlatypus Posted February 21, 2013 Author Share Posted February 21, 2013 Thanks, I appreciate it Link to comment Share on other sites More sharing options...
Xaranth Posted February 21, 2013 Share Posted February 21, 2013 :thumbsup: Link to comment Share on other sites More sharing options...
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