Squatting Monk ,
Checked the convo. Text Appears is correct
Modified oPC
#include "nw_i0_plot"
int StartingConditional()
{
object oPC = GetPCSpeaker();
string sTag = "RoyalGoldBars";
if(GetNumItems(oPC,sTag) == 3)
return TRUE;
return FALSE;
}
Verified Tags on all three items and script.
RoyalGoldBars
RoyalGoldBars
RoyalGoldBars
RoyalGoldBars
Stripped test PC's inventory to make sure there were not other Items with same Tag.
Tested again. Same result.
When Testing I never save the testing PCs. I use a chest with all the plot items in it, and an NPC to set variables and the like. I do this so that a tester never has anything on them unless I need them to have it.
Thank you for verifing that the script should work as writen. Now all I have to do is figure out why it is not.
If it helps. The PC enters a room. The NPC is sitting with his back to him. A trigger on the floor starts a convo with an invisible object. That convo offers the PC the choice of starting a convo with the NPC. The NPC stands and starts his convo.
[Owner] Are you So and So ? Text Appears(TA) A local variable that sets the convo to this node
[Player] <>Lie<> Yes I am.
[Ow] Did you get it ? (TA) Bluff Check
[Pl] Yes.
[Ow] Do you have it ?
[Pl] It's in my pack (TA) checks to see if player has any of the gold bars
[Ow] Can I see it?
[Pl] <> You open your pack<>
[Ow] Where are the rest ? (TA) The above script
[Ow] Good job.
There are other branches for the Player and the NPC, but this is the path a 40lvl Rouge goes through it.
The problem is the [Ow] Good job appears rather than the node above it.
There's always a line.
Ed
Modifié par Ed Venture, 13 janvier 2014 - 03:26 .