Because that's a local variable within the script, not the whole module. You'd want to put this in the OnModuleLoad:
SetLocalInt(OBJECT_SELF, "beastalive", 1);
where OBJECT_SELF is the module.
Then in the OnDeath put:
SetLocalInt(GetModule(), "beastalive", 0);
You could also technically put
DeleteLocalInt(GetModule(), "beastalive");
since that effectively sets it to 0.
Then, in the conversation itself, you'd need something like
if (GetLocalInt(GetModule(), "beastalive")) return TRUE;
where "TRUE" indicates the beast is still alive since the int is still set to 1 (would be 0 if beast was dead).
Modifié par MagicalMaster, 02 novembre 2013 - 12:39 .