Allronix Posted February 18, 2005 Share Posted February 18, 2005 1) I'd like to put my character into "civilian" clothes. I know it's possible (Juhani Dark Robes were based on the Dark Jedi Female pattern), but KOTOR Tool's "disguise" trait is non-functional. What's the workaround? 2) I'm working on a debugged and expanded dialogue pack. I gave each character a "What do you think of (party member" option. How would I make it so they can only talk about another party member AFTER said party member has been recruited (I. e. making sure "what do you think of Jolee" isn't triggerable while the party's still on Taris) Link to comment Share on other sites More sharing options...
Achilles Posted February 18, 2005 Share Posted February 18, 2005 1) Try using GFF Editor to add the Disguise property to your item. KT won't do it, but good ol' GFF Editior will 2) Probably a series of sophistocated scripts tied ever so delicately to globals. I hope that helps. Link to comment Share on other sites More sharing options...
Fred Tetra Posted February 19, 2005 Share Posted February 19, 2005 Achilles, would you be so kind as to send me an item that has Disguise as a property item, as created in the GFF editor? I think I have worked out a way to let you do in Kotor Tool, but I have to verify a few things.... Thanks! Link to comment Share on other sites More sharing options...
Allronix Posted February 20, 2005 Author Share Posted February 20, 2005 Hmmm. OK disguise might be solvable. I looked in the "scripting" thread, and there's nothing there about tying scripts to globals, unless I missed it. Or, are the globals scripts themselves? I guess I'm confused. Link to comment Share on other sites More sharing options...
Achilles Posted February 20, 2005 Share Posted February 20, 2005 Originally posted by Allronix Hmmm. OK disguise might be solvable. I looked in the "scripting" thread, and there's nothing there about tying scripts to globals, unless I missed it. Or, are the globals scripts themselves? I guess I'm confused. Someone with more scripting experience than I should really jump in and keep me from embarrassing myself, but here it goes anyway... When you do something in one part of the game that will effect another part of the game, then a flag needs to be set. This flag is triggered by the first thing and then used later to cause the second thing to happen. A "global" is this flag. That in and of itself is pretty easy to understand, but surely you can see how things can quickly become complicated if you try to do something really fancy (like keep track of who's in your party and who said what about someone else). Oh and btw, you can't use a global already in the game or you could seriously screw something up. I hope that helps. Link to comment Share on other sites More sharing options...
RedHawke Posted February 20, 2005 Share Posted February 20, 2005 ^^^^ Just to confirm... you are 100% correct Achilles! That is exactly what globals are used for. Link to comment Share on other sites More sharing options...
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