OK, I made a forge, but the starting conditionals are NOT working like they should
I'll show two scripts so you can follow what's going on
In Line 1 (PC Selects The Weapon in their Right and this script fires from the ActionTaken Event Tab)
// gf_ss_rh
// This script is part of my Genisys Forge System
void main()
{
object oPC = GetPCSpeaker();
int nSlot = INVENTORY_SLOT_RIGHTHAND;
SetLocalInt(oPC, "ITEM_SLOT", nSlot);
}
in Line 2 (the Property they want to select is THIS starting conditional script in the TextAppearsWhen Event Tab)
int StartingConditional()
{
int iShow = FALSE;
object oPC = GetPCSpeaker();
int nSlot = GetLocalInt(oPC, "ITEM_SLOT");
object oItem = GetItemInSlot(nSlot, oPC);
int nType = GetBaseItemType(oItem);
//If it's an Item that can be worn! (No Weapons Allowed!)
if(nType == BASE_ITEM_AMULET || nType == BASE_ITEM_BOOTS ||
BASE_ITEM_BRACER || nType == BASE_ITEM_CLOAK ||
BASE_ITEM_GLOVES || nType == BASE_ITEM_HELMET ||
BASE_ITEM_ARMOR || nType == BASE_ITEM_RING ||
BASE_ITEM_SMALLSHIELD || nType == BASE_ITEM_TOWERSHIELD ||
BASE_ITEM_LARGESHIELD)
{
iShow = TRUE;
}
return iShow;
}
But the Line with the Starting Conditional is showing when it shouldn't. This is happening for most of my lines (except 1) and the others are exactly like the one above, except different base item types.
Any help?
Modifié par _Guile, 31 août 2011 - 03:11 .