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Need help with 2 scripts


DarthStoney

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I am trying to add Vash to these 2 TSL scripts but they will not compile without errors when I add a case4. What do I need to do?

 

// a_master_setup
// DJS-OEI 9/7/2004
// Param1 - Flag to indicate if PC2 and PC3 should leave the party.
//          0 = Yes, 1 = No.
// This script sets up the positioning of the Jedi Master and the
// player as necesasry for the scene. The Local Number 12 on the
// owner of this dialogue determines which Master we're working with.
// 1 = Kavar
// 2 = Vrook
// 3 = Zaz-Kai Ell

#include "k_inc_generic"
#include "k_inc_glob_party"

void ClearNPC()
{
 GN_SetSpawnInCondition(SW_FLAG_AI_OFF,TRUE);
 ClearAllActions();
}

void main()
{
   int bRetainPCs = GetScriptParameter( 1 );
   object oWay;
   location lWay;

   object oInvisoKreia = GetObjectByTag( "InvisoKreia" );
   object oMaster = OBJECT_INVALID;
   // First, check if we're teaching a Form, and then
   // check to see if we're killing the Jedi Master instead.
   int nLocalNum = GetLocalNumber( oInvisoKreia, 16 );
   if( nLocalNum == 0 ) {
       nLocalNum = GetLocalNumber( oInvisoKreia, 12 );
   }
   object oDoor = OBJECT_INVALID;
   switch( nLocalNum ) {
       case 1:
       {
           oMaster = GetObjectByTag( "kavar" );

           // Do any Kavar-specific setup here.
           break;
       }
       case 2:
       {
           oMaster = GetObjectByTag( "npc_vrook" );

           // Set the Area to Unescapable so the player can't bring
           // in party members.
           SetAreaUnescapable( TRUE );

           // Close and lock the doors to this room if
           // we're doing the battle.
           if( !bRetainPCs ) {
               oDoor = GetObjectByTag( "ao_door" );
               if( GetIsObjectValid( oDoor ) ) {
                   AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
                   SetLocked( oDoor, TRUE );
               }
               oDoor = GetObjectByTag( "master_door1" );
               if( GetIsObjectValid( oDoor ) ) {
                   AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
                   SetLocked( oDoor, TRUE );
               }
               oDoor = GetObjectByTag( "master_door2" );
               if( GetIsObjectValid( oDoor ) ) {
                   AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
                   SetLocked( oDoor, TRUE );
               }
           }
           break;
       }
       case 3:
       {
           oMaster = GetObjectByTag( "zezkaiel" );

           // Do any Zez-Kai Ell-specific setup here.
           // Set the Area to Unescapable so the player can't bring
           // in party members.
           SetAreaUnescapable( TRUE );

           // Close and lock the secret door.
           oDoor = GetObjectByTag( "Flophouse_Secret" );
           if( GetIsObjectValid( oDoor ) ) {
               AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
               SetLocked( oDoor, TRUE );
           }
       }
       break;
   }

   if( GetIsObjectValid( oMaster ) ) {
       ActionPauseConversation();

       // This is the cutscene where the Jedi Master
       // confronts the player and starts combat.

       SetGlobalFadeIn( 0.0, 2.0 );

       // Set the player's character as the party leader.
       SetPartyLeader( NPC_PLAYER );

       oWay = GetWaypointByTag( "WP_MASTER_CUT_MASTER" );
       lWay = GetLocation( oWay );
       AssignCommand( oMaster, JumpToLocation( lWay ) );

       // Place the player at his/her mark.
       object oPC = GetFirstPC();
       if( !GetIsObjectValid( oPC ) ) {
           AurPostString( "Could not find Player's Character to set up cutscene positioning.", 10, 10, 2.0 );
           return;
       }
       oWay = GetWaypointByTag( "WP_MASTER_CUT_PC1" );
       lWay = GetLocation( oWay );
       AssignCommand( oPC, JumpToLocation( lWay ) );

       if( !bRetainPCs ) {
           // Remove the two other party members from the party
           // for the duration of the battle and set them
           // to Neutral. Store their NPC IDs in this object's
           // Local Number 13 and 14 (99 for empty slots) so
           // we can re-add them after the combat is over.
           object oPC2 = GetPartyMemberByIndex( 1 );
           object oPC3 = GetPartyMemberByIndex( 2 );
           if( GetIsObjectValid( oPC2 ) ) {
               AurPostString( "Storing PC2.", 10, 10, 3.0 );
               // Store this party member's NPC ID so we can
               // put them back in the party later.
               int nNPCID = GetNPCConstant( GetTag( oPC2 ) );
               SetLocalNumber( oInvisoKreia, 13, nNPCID );

               // Drop the party member, make sure they won't
               // join the combat, and place him/her on the mark.
               RemovePartyMember( nNPCID );
               AssignCommand( oPC2,ClearNPC() );
               ChangeToStandardFaction( oPC2,STANDARD_FACTION_NEUTRAL );
               AssignCommand( oPC2, ClearAllActions() );
               oWay = GetWaypointByTag( "WP_MASTER_CUT_PC2" );
               lWay = GetLocation( oWay );
               AssignCommand( oPC2, JumpToLocation( lWay ) );
               AssignCommand( oPC2, ActionDoCommand( SetCommandable( FALSE, oPC2 ) ) );
           }
           else {
               SetLocalNumber( oInvisoKreia, 13, 99 );
               AurPostString( IntToString( GetLocalNumber( oInvisoKreia, 13 ) ), 10, 10, 3.0 );
           }
           if( GetIsObjectValid( oPC3 ) ) {
               AurPostString( "Storing PC3.", 10, 11, 3.0 );

               // Store this party member's NPC ID so we can
               // put them back in the party later.
               int nNPCID = GetNPCConstant( GetTag( oPC3 ) );
               SetLocalNumber( oInvisoKreia, 14, nNPCID );

               // Drop the party member, make sure they won't
               // join the combat, and place him/her on the mark.
               RemovePartyMember( nNPCID );
               AssignCommand( oPC3,ClearNPC() );
               ChangeToStandardFaction( oPC3,STANDARD_FACTION_NEUTRAL );
               AssignCommand( oPC3, ClearAllActions() );
               oWay = GetWaypointByTag( "WP_MASTER_CUT_PC3" );
               lWay = GetLocation( oWay );
               AssignCommand( oPC3, JumpToLocation( lWay ) );
               AssignCommand( oPC3, ActionDoCommand( SetCommandable( FALSE, oPC3 ) ) );
           }
           else {
               SetLocalNumber( oInvisoKreia, 14, 99 );
               AurPostString( IntToString( GetLocalNumber( oInvisoKreia, 14 ) ), 10, 11, 3.0 );
           }
       }
       else {
           SetLocalNumber( oInvisoKreia, 13, 99 );
           SetLocalNumber( oInvisoKreia, 14, 99 );
           // Just move the other PCs.
           object oPC2 = GetPartyMemberByIndex( 1 );
           object oPC3 = GetPartyMemberByIndex( 2 );
           if( GetIsObjectValid( oPC2 ) ) {
               oWay = GetWaypointByTag( "WP_MASTER_CUT_PC2" );
               lWay = GetLocation( oWay );
               AssignCommand( oPC2, JumpToLocation( lWay ) );
           }
           if( GetIsObjectValid( oPC3 ) ) {
               oWay = GetWaypointByTag( "WP_MASTER_CUT_PC3" );
               lWay = GetLocation( oWay );
               AssignCommand( oPC3, JumpToLocation( lWay ) );
           }
       }
       DelayCommand( 2.0, ActionResumeConversation() );
   }
}

and

// a_master_kill
// DJS-OEI 9/7/2004
// This script sets up the positioning of the Jedi Master and the
// player as necesasry for the Master death scene. The Local Number 12 on the
// owner of this dialogue determines which Master we're working with.
// 1 = Kavar
// 2 = Vrook
// 3 = Zaz-Kai Ell
#include "k_inc_generic"
#include "k_inc_glob_party"

void main()
{
   object oWay;
   location lWay;

   object oInvisoKreia = GetObjectByTag( "InvisoKreia" );
   object oMaster = OBJECT_INVALID;
   int nLocalNum = GetLocalNumber( oInvisoKreia, 12 );
   object oDoor = OBJECT_INVALID;
   switch( nLocalNum ) {
       case 1:
       {
           AurPostString( "Kavar is Master.", 1, 1, 3.0 );
           oMaster = GetObjectByTag( "kavar" );
           SetGlobalNumber( "000_Kavar_Dead", 1 );

           // Set journal entry for Kavar being killed. This will override higher journal entries.
           AddJournalQuestEntry("LostJedi", 55, TRUE);

           break;
       }
       case 2:
       {
           AurPostString( "Vrook is Master.", 1, 1, 3.0 );
           oMaster = GetObjectByTag( "npc_vrook" );
           SetGlobalNumber( "000_Vrook_Dead", 1 );

           // Turn off Area Unescapeable.
           SetAreaUnescapable( FALSE );

           // Set journal entry for Vrook being killed. This will override higher journal entries.
           AddJournalQuestEntry("LostJedi", 75, TRUE);

           // Unlock the doors to this room.
           oDoor = GetObjectByTag( "ao_door" );
           if( GetIsObjectValid( oDoor ) ) {
               SetLocked( oDoor, FALSE );
           }
           oDoor = GetObjectByTag( "master_door1" );
           if( GetIsObjectValid( oDoor ) ) {
               SetLocked( oDoor, FALSE );
           }
           oDoor = GetObjectByTag( "master_door2" );
           if( GetIsObjectValid( oDoor ) ) {
               SetLocked( oDoor, FALSE );
           }
           break;
       }
       case 3:
       {
           AurPostString( "Zez-Kai Ell is Master.", 1, 1, 3.0 );
           oMaster = GetObjectByTag( "zezkaiel" );
           SetGlobalNumber( "000_ZezKaiEll_Dead", 1 );

           // Set journal entry for Zez-Kai Ell being killed. This will override higher journal entries.
           AddJournalQuestEntry("LostJedi", 43, TRUE);

           // Turn off Area Unescapeable.
           SetAreaUnescapable( FALSE );

           // Unlock and open the secret door.
           oDoor = GetObjectByTag( "Flophouse_Secret" );
           if( GetIsObjectValid( oDoor ) ) {
               SetLocked( oDoor, FALSE );
               AssignCommand( oDoor, ActionOpenDoor( oDoor ) );
           }
       }
       break;
   }

   // Give the player 25 bonus FP.
   AddBonusForcePoints( GetFirstPC(), 25 );

   // Return all of the PCs to the party.
   int nNPCID2 = GetLocalNumber( oInvisoKreia, 13 );
   int nNPCID3 = GetLocalNumber( oInvisoKreia, 14 );
   object oNPC2;
   object oNPC3;
   if( nNPCID2 != 99 ) {

       AurPostString( IntToString( nNPCID2 ), 1, 2, 7.0 );
       string sTag = GetNPCTag( nNPCID2 );
       oNPC2 = GetObjectByTag(sTag);
       if( !GetIsObjectValid( oNPC2 ) ) {
           AurPostString( "MAJOR ERROR!!! Unable to re-add party member after killing Jedi Master.", 10, 10, 7.0 );
       }
       else {
           AddPartyMember(nNPCID2,oNPC2);
           SetCommandable(TRUE,oNPC2);
           ChangeToStandardFaction(oNPC2,STANDARD_FACTION_FRIENDLY_1);
           AssignCommand(oNPC2,ClearAllActions() );
           AssignCommand(oNPC2,GN_SetSpawnInCondition(SW_FLAG_AI_OFF,FALSE) );
       }
   }
   else {
       AurPostString( "No PC2 on Kill.", 1, 2, 7.0 );
   }
   if( nNPCID3 != 99 ) {
       AurPostString( IntToString( nNPCID3 ), 1, 3, 7.0 );
       string sTag = GetNPCTag( nNPCID3 );
       oNPC3 = GetObjectByTag(sTag);
       if( !GetIsObjectValid( oNPC3 ) ) {
           AurPostString( "MAJOR ERROR!!! Unable to re-add party member after killing Jedi Master.", 10, 10, 7.0 );
       }
       else {
           AddPartyMember(nNPCID3,oNPC3);
           SetCommandable(TRUE,oNPC3);
           ChangeToStandardFaction(oNPC3,STANDARD_FACTION_FRIENDLY_1);
           AssignCommand(oNPC3,ClearAllActions() );
           AssignCommand(oNPC3,GN_SetSpawnInCondition(SW_FLAG_AI_OFF,FALSE) );
       }
   }
   else {
       AurPostString( "No PC3 on Kill.", 1, 3, 7.0 );
   }

   if( GetIsObjectValid( oMaster ) ) {
       AurPostString( "Starting Kill cutscene.", 1, 4, 2.0 );

       // This is the cutscene where the Jedi Master
       // is at 1HP and the player drains his Force Power.
       ActionPauseConversation();

       AssignCommand( oMaster, ClearAllActions() );
       AssignCommand( GetFirstPC(), ClearAllActions() );

       oWay = GetWaypointByTag( "WP_MASTER_CUT_MASTER" );
       lWay = GetLocation( oWay );
       AssignCommand( oMaster, JumpToLocation( lWay ) );

       // Place the player at his/her mark.
       object oPC = GetFirstPC();
       if( !GetIsObjectValid( oPC ) ) {
           AurPostString( "Could not find Player's Character to set up cutscene positioning.", 10, 10, 2.0 );
           return;
       }
       oWay = GetWaypointByTag( "WP_MASTER_CUT_PC1" );
       lWay = GetLocation( oWay );
       AssignCommand( oPC, JumpToLocation( lWay ) );

       // Perform a fake version of the Death Field spell,
       // pull FP from the Master, and then kill him.
       effect eDeath = EffectDeath();
       effect eBeam = EffectBeam(VFX_BEAM_DEATH_FIELD_TENTACLE, oPC, BODY_NODE_CHEST);
       effect eVFX = EffectVisualEffect(VFX_PRO_DEATH_FIELD);
       effect eHeal = EffectHeal( GetMaxHitPoints( oMaster ) - 1 );

       SetMinOneHP( oMaster, FALSE );

       // We have to heal the Master or else he'll keep playing his Injured
       // animation instead of the ones we want.
       ApplyEffectToObject( DURATION_TYPE_INSTANT, eHeal, oMaster );
       AssignCommand( oMaster, PlayAnimation( ANIMATION_LOOPING_PAUSE_DRUNK, 1.0, -1.0 ) );
       DelayCommand( 0.5, AssignCommand( oPC, PlayAnimation( ANIMATION_FIREFORGET_SCREAM, 0.5 ) ) );
       DelayCommand( 1.0, ApplyEffectToObject( DURATION_TYPE_TEMPORARY, eBeam, oMaster, 2.33 ) );
       DelayCommand( 1.0, AssignCommand( oMaster, ClearAllActions() ) );
       DelayCommand( 1.0, AssignCommand( oMaster, PlayAnimation( ANIMATION_LOOPING_CHOKE_WORKING, 1.0, -1.0 ) ) );
       DelayCommand( 1.0, ApplyEffectToObject( DURATION_TYPE_INSTANT, eVFX, oMaster ) );
       DelayCommand( 2.0, ApplyEffectToObject( DURATION_TYPE_INSTANT, eVFX, oMaster ) );
       DelayCommand( 3.0, ApplyEffectToObject( DURATION_TYPE_INSTANT, eDeath, oMaster ) );

       DelayCommand( 5.0, ActionResumeConversation() );
   }
   else {
       AurPostString( "Could not find Master to set up cutscene positioning.", 10, 10, 2.0 );
   }
}

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I was tryining to add a case 4 :

case 4:

{

AurPostString( "Vash is Master.", 1, 1, 3.0 );

oMaster = GetObjectByTag( "vash" );

SetGlobalNumber( "000_Vash_Dead", 1 );

 

// Set journal entry for Vash being killed. This will override higher journal entries.

AddJournalQuestEntry("LostJedi", 61, TRUE);

 

this line added after case3 . need fourth option in both scripts as adding vash as fourth jedi master.

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I was tryining to add a case 4 :

 

this line added after case3 . need fourth option in both scripts as adding vash as fourth jedi master.

 

This should compile:


// a_master_kill
// DJS-OEI 9/7/2004
// This script sets up the positioning of the Jedi Master and the
// player as necesasry for the Master death scene. The Local Number 12 on the
// owner of this dialogue determines which Master we're working with.
// 1 = Kavar
// 2 = Vrook
// 3 = Zaz-Kai Ell
#include "k_inc_generic"
#include "k_inc_glob_party"

void main()
{
   object oWay;
   location lWay;

   object oInvisoKreia = GetObjectByTag( "InvisoKreia" );
   object oMaster = OBJECT_INVALID;
   int nLocalNum = GetLocalNumber( oInvisoKreia, 12 );
   object oDoor = OBJECT_INVALID;
   switch( nLocalNum ) {
       case 1:
       {
           AurPostString( "Kavar is Master.", 1, 1, 3.0 );
           oMaster = GetObjectByTag( "kavar" );
           SetGlobalNumber( "000_Kavar_Dead", 1 );

           // Set journal entry for Kavar being killed. This will override higher journal entries.
           AddJournalQuestEntry("LostJedi", 55, TRUE);

           break;
       }

       case 2:
       {
           AurPostString( "Vrook is Master.", 1, 1, 3.0 );
           oMaster = GetObjectByTag( "npc_vrook" );
           SetGlobalNumber( "000_Vrook_Dead", 1 );

           // Turn off Area Unescapeable.
           SetAreaUnescapable( FALSE );

           // Set journal entry for Vrook being killed. This will override higher journal entries.
           AddJournalQuestEntry("LostJedi", 75, TRUE);

           // Unlock the doors to this room.
           oDoor = GetObjectByTag( "ao_door" );
           if( GetIsObjectValid( oDoor ) ) {
               SetLocked( oDoor, FALSE );
           }
           oDoor = GetObjectByTag( "master_door1" );
           if( GetIsObjectValid( oDoor ) ) {
               SetLocked( oDoor, FALSE );
           }
           oDoor = GetObjectByTag( "master_door2" );
           if( GetIsObjectValid( oDoor ) ) {
               SetLocked( oDoor, FALSE );
           }
           break;
       }

       case 3:
       {
           AurPostString( "Zez-Kai Ell is Master.", 1, 1, 3.0 );
           oMaster = GetObjectByTag( "zezkaiel" );
           SetGlobalNumber( "000_ZezKaiEll_Dead", 1 );

           // Set journal entry for Zez-Kai Ell being killed. This will override higher journal entries.
           AddJournalQuestEntry("LostJedi", 43, TRUE);

           // Turn off Area Unescapeable.
           SetAreaUnescapable( FALSE );

           // Unlock and open the secret door.
           oDoor = GetObjectByTag( "Flophouse_Secret" );
           if( GetIsObjectValid( oDoor ) ) {
               SetLocked( oDoor, FALSE );
               AssignCommand( oDoor, ActionOpenDoor( oDoor ) );
           }
           break;
       }

       [color=PaleGreen]// ST: Added this case[/color]
       case 4:
       {
           AurPostString( "Vash is Master.", 1, 1, 3.0 );
           oMaster = GetObjectByTag( "vash" );
           SetGlobalNumber( "000_Vash_Dead", 1 );

           // Set journal entry for Vash being killed. This will override higher journal entries.
           AddJournalQuestEntry("LostJedi", 61, TRUE);
           break;
       }
   }

   // Give the player 25 bonus FP.
   AddBonusForcePoints( GetFirstPC(), 25 );

   // Return all of the PCs to the party.
   int nNPCID2 = GetLocalNumber( oInvisoKreia, 13 );
   int nNPCID3 = GetLocalNumber( oInvisoKreia, 14 );
   object oNPC2;
   object oNPC3;
   if( nNPCID2 != 99 ) {

       AurPostString( IntToString( nNPCID2 ), 1, 2, 7.0 );
       string sTag = GetNPCTag( nNPCID2 );
       oNPC2 = GetObjectByTag(sTag);
       if( !GetIsObjectValid( oNPC2 ) ) {
           AurPostString( "MAJOR ERROR!!! Unable to re-add party member after killing Jedi Master.", 10, 10, 7.0 );
       }
       else {
           AddPartyMember(nNPCID2,oNPC2);
           SetCommandable(TRUE,oNPC2);
           ChangeToStandardFaction(oNPC2, STANDARD_FACTION_FRIENDLY_1 );
           AssignCommand(oNPC2,ClearAllActions() );
           AssignCommand(oNPC2,GN_SetSpawnInCondition( SW_FLAG_AI_OFF, FALSE ) );
       }
   }
   else {
       AurPostString( "No PC2 on Kill.", 1, 2, 7.0 );
   }
   if( nNPCID3 != 99 ) {
       AurPostString( IntToString( nNPCID3 ), 1, 3, 7.0 );
       string sTag = GetNPCTag( nNPCID3 );
       oNPC3 = GetObjectByTag(sTag);
       if( !GetIsObjectValid( oNPC3 ) ) {
           AurPostString( "MAJOR ERROR!!! Unable to re-add party member after killing Jedi Master.", 10, 10, 7.0 );
       }
       else {
           AddPartyMember(nNPCID3,oNPC3);
           SetCommandable(TRUE,oNPC3);
           ChangeToStandardFaction(oNPC3, STANDARD_FACTION_FRIENDLY_1 );
           AssignCommand(oNPC3,ClearAllActions() );
           AssignCommand(oNPC3,GN_SetSpawnInCondition( SW_FLAG_AI_OFF, FALSE ) );
       }
   }
   else {
       AurPostString( "No PC3 on Kill.", 1, 3, 7.0 );
   }

   if( GetIsObjectValid( oMaster ) ) {
       AurPostString( "Starting Kill cutscene.", 1, 4, 2.0 );

       // This is the cutscene where the Jedi Master
       // is at 1HP and the player drains his Force Power.
       ActionPauseConversation();

       AssignCommand( oMaster, ClearAllActions() );
       AssignCommand( GetFirstPC(), ClearAllActions() );

       oWay = GetWaypointByTag( "WP_MASTER_CUT_MASTER" );
       lWay = GetLocation( oWay );
       AssignCommand( oMaster, JumpToLocation( lWay ) );

       // Place the player at his/her mark.
       object oPC = GetFirstPC();
       if( !GetIsObjectValid( oPC ) ) {
           AurPostString( "Could not find Player's Character to set up cutscene positioning.", 10, 10, 2.0 );
           return;
       }
       oWay = GetWaypointByTag( "WP_MASTER_CUT_PC1" );
       lWay = GetLocation( oWay );
       AssignCommand( oPC, JumpToLocation( lWay ) );

       // Perform a fake version of the Death Field spell,
       // pull FP from the Master, and then kill him.
       effect eDeath = EffectDeath();
       effect eBeam = EffectBeam(VFX_BEAM_DEATH_FIELD_TENTACLE, oPC, BODY_NODE_CHEST);
       effect eVFX = EffectVisualEffect(VFX_PRO_DEATH_FIELD);
       effect eHeal = EffectHeal( GetMaxHitPoints( oMaster ) - 1 );

       SetMinOneHP( oMaster, FALSE );

       // We have to heal the Master or else he'll keep playing his Injured
       // animation instead of the ones we want.
       ApplyEffectToObject( DURATION_TYPE_INSTANT, eHeal, oMaster );
       AssignCommand( oMaster, PlayAnimation( ANIMATION_LOOPING_PAUSE_DRUNK, 1.0, -1.0 ) );
       DelayCommand( 0.5, AssignCommand( oPC, PlayAnimation( ANIMATION_FIREFORGET_SCREAM, 0.5 ) ) );
       DelayCommand( 1.0, ApplyEffectToObject( DURATION_TYPE_TEMPORARY, eBeam, oMaster, 2.33 ) );
       DelayCommand( 1.0, AssignCommand( oMaster, ClearAllActions() ) );
       DelayCommand( 1.0, AssignCommand( oMaster, PlayAnimation( ANIMATION_LOOPING_CHOKE_WORKING, 1.0, -1.0 ) ) );
       DelayCommand( 1.0, ApplyEffectToObject( DURATION_TYPE_INSTANT, eVFX, oMaster ) );
       DelayCommand( 2.0, ApplyEffectToObject( DURATION_TYPE_INSTANT, eVFX, oMaster ) );
       DelayCommand( 3.0, ApplyEffectToObject( DURATION_TYPE_INSTANT, eDeath, oMaster ) );

       DelayCommand( 5.0, ActionResumeConversation() );
   }
   else {
       AurPostString( "Could not find Master to set up cutscene positioning.", 10, 10, 2.0 );
   }
}

 

You probably missed the closing block delimiter and/or the break which made the script not compile (unless you're missing the include files used as well).

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Thanks stoffe that compiled fine, now what am I doing wrong with this script ? Case4

is the added section. thanks you!

 

// a_master_setup
// DJS-OEI 9/7/2004
// Param1 - Flag to indicate if PC2 and PC3 should leave the party.
//          0 = Yes, 1 = No.
// This script sets up the positioning of the Jedi Master and the
// player as necesasry for the scene. The Local Number 12 on the
// owner of this dialogue determines which Master we're working with.
// 1 = Kavar
// 2 = Vrook
// 3 = Zaz-Kai Ell
// 4 = Vash

#include "k_inc_generic"
#include "k_inc_glob_party"

void ClearNPC()
{
 GN_SetSpawnInCondition(SW_FLAG_AI_OFF,TRUE);
 ClearAllActions();
}

void main()
{
   int bRetainPCs = GetScriptParameter( 1 );
   object oWay;
   location lWay;

   object oInvisoKreia = GetObjectByTag( "InvisoKreia" );
   object oMaster = OBJECT_INVALID;
   // First, check if we're teaching a Form, and then
   // check to see if we're killing the Jedi Master instead.
   int nLocalNum = GetLocalNumber( oInvisoKreia, 16 );
   if( nLocalNum == 0 ) {
       nLocalNum = GetLocalNumber( oInvisoKreia, 12 );
   }
   object oDoor = OBJECT_INVALID;
   switch( nLocalNum ) {
       case 1:
       {
           oMaster = GetObjectByTag( "kavar" );

           // Do any Kavar-specific setup here.
           break;
       }
       case 2:
       {
           oMaster = GetObjectByTag( "npc_vrook" );

           // Set the Area to Unescapable so the player can't bring
           // in party members.
           SetAreaUnescapable( TRUE );

           // Close and lock the doors to this room if
           // we're doing the battle.
           if( !bRetainPCs ) {
               oDoor = GetObjectByTag( "ao_door" );
               if( GetIsObjectValid( oDoor ) ) {
                   AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
                   SetLocked( oDoor, TRUE );
               }
               oDoor = GetObjectByTag( "master_door1" );
               if( GetIsObjectValid( oDoor ) ) {
                   AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
                   SetLocked( oDoor, TRUE );
               }
               oDoor = GetObjectByTag( "master_door2" );
               if( GetIsObjectValid( oDoor ) ) {
                   AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
                   SetLocked( oDoor, TRUE );
                 }
             }
             break;
       }
       case 3:
       {
           oMaster = GetObjectByTag( "zezkaiel" );

           // Do any Zez-Kai Ell-specific setup here.
           // Set the Area to Unescapable so the player can't bring
           // in party members.
           SetAreaUnescapable( TRUE );

           // Close and lock the secret door.
           oDoor = GetObjectByTag( "Flophouse_Secret" );
           if( GetIsObjectValid( oDoor ) ) {
               AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
               SetLocked( oDoor, TRUE );
             }
           }
           break;
       }
       case 4:
       {
           oMaster = GetObjectByTag( "vash" );

           // Do any Vash-specific setup here.
           // Set the Area to Unescapable so the player can't bring
           // in party members.
           SetAreaUnescapable( TRUE );

           // Close and lock the secret door.
           oDoor = GetObjectByTag( "DroidPlanetDoor01" );
           if( GetIsObjectValid( oDoor ) ) {
               AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
               SetLocked( oDoor, TRUE );
           }
       }
       break;
   }

   if( GetIsObjectValid( oMaster ) ) {
       ActionPauseConversation();

       // This is the cutscene where the Jedi Master
       // confronts the player and starts combat.

       SetGlobalFadeIn( 0.0, 2.0 );

       // Set the player's character as the party leader.
       SetPartyLeader( NPC_PLAYER );

       oWay = GetWaypointByTag( "WP_MASTER_CUT_MASTER" );
       lWay = GetLocation( oWay );
       AssignCommand( oMaster, JumpToLocation( lWay ) );

       // Place the player at his/her mark.
       object oPC = GetFirstPC();
       if( !GetIsObjectValid( oPC ) ) {
           AurPostString( "Could not find Player's Character to set up cutscene positioning.", 10, 10, 2.0 );
           return;
       }
       oWay = GetWaypointByTag( "WP_MASTER_CUT_PC1" );
       lWay = GetLocation( oWay );
       AssignCommand( oPC, JumpToLocation( lWay ) );

       if( !bRetainPCs ) {
           // Remove the two other party members from the party
           // for the duration of the battle and set them
           // to Neutral. Store their NPC IDs in this object's
           // Local Number 13 and 14 (99 for empty slots) so
           // we can re-add them after the combat is over.
           object oPC2 = GetPartyMemberByIndex( 1 );
           object oPC3 = GetPartyMemberByIndex( 2 );
           if( GetIsObjectValid( oPC2 ) ) {
               AurPostString( "Storing PC2.", 10, 10, 3.0 );
               // Store this party member's NPC ID so we can
               // put them back in the party later.
               int nNPCID = GetNPCConstant( GetTag( oPC2 ) );
               SetLocalNumber( oInvisoKreia, 13, nNPCID );

               // Drop the party member, make sure they won't
               // join the combat, and place him/her on the mark.
               RemovePartyMember( nNPCID );
               AssignCommand( oPC2,ClearNPC() );
               ChangeToStandardFaction( oPC2,STANDARD_FACTION_NEUTRAL );
               AssignCommand( oPC2, ClearAllActions() );
               oWay = GetWaypointByTag( "WP_MASTER_CUT_PC2" );
               lWay = GetLocation( oWay );
               AssignCommand( oPC2, JumpToLocation( lWay ) );
               AssignCommand( oPC2, ActionDoCommand( SetCommandable( FALSE, oPC2 ) ) );
           }
           else {
               SetLocalNumber( oInvisoKreia, 13, 99 );
               AurPostString( IntToString( GetLocalNumber( oInvisoKreia, 13 ) ), 10, 10, 3.0 );
           }
           if( GetIsObjectValid( oPC3 ) ) {
               AurPostString( "Storing PC3.", 10, 11, 3.0 );

               // Store this party member's NPC ID so we can
               // put them back in the party later.
               int nNPCID = GetNPCConstant( GetTag( oPC3 ) );
               SetLocalNumber( oInvisoKreia, 14, nNPCID );

               // Drop the party member, make sure they won't
               // join the combat, and place him/her on the mark.
               RemovePartyMember( nNPCID );
               AssignCommand( oPC3,ClearNPC() );
               ChangeToStandardFaction( oPC3,STANDARD_FACTION_NEUTRAL );
               AssignCommand( oPC3, ClearAllActions() );
               oWay = GetWaypointByTag( "WP_MASTER_CUT_PC3" );
               lWay = GetLocation( oWay );
               AssignCommand( oPC3, JumpToLocation( lWay ) );
               AssignCommand( oPC3, ActionDoCommand( SetCommandable( FALSE, oPC3 ) ) );
           }
           else {
               SetLocalNumber( oInvisoKreia, 14, 99 );
               AurPostString( IntToString( GetLocalNumber( oInvisoKreia, 14 ) ), 10, 11, 3.0 );
           }
       }
       else {
           SetLocalNumber( oInvisoKreia, 13, 99 );
           SetLocalNumber( oInvisoKreia, 14, 99 );
           // Just move the other PCs.
           object oPC2 = GetPartyMemberByIndex( 1 );
           object oPC3 = GetPartyMemberByIndex( 2 );
           if( GetIsObjectValid( oPC2 ) ) {
               oWay = GetWaypointByTag( "WP_MASTER_CUT_PC2" );
               lWay = GetLocation( oWay );
               AssignCommand( oPC2, JumpToLocation( lWay ) );
           }
           if( GetIsObjectValid( oPC3 ) ) {
               oWay = GetWaypointByTag( "WP_MASTER_CUT_PC3" );
               lWay = GetLocation( oWay );
               AssignCommand( oPC3, JumpToLocation( lWay ) );
           }
       }
       DelayCommand( 2.0, ActionResumeConversation() );
   }
}

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Thanks stoffe that compiled fine, now what am I doing wrong with this script ? Case4

is the added section. thanks you!

 

 

You've added the case outside the switch() statement it should belong to, below its closing block delimiter. The indentation of some of your } were a bit messed up, making that harder to spot. This should compile:

 

// a_master_setup
// DJS-OEI 9/7/2004
// Param1 - Flag to indicate if PC2 and PC3 should leave the party.
//          0 = Yes, 1 = No.
// This script sets up the positioning of the Jedi Master and the
// player as necesasry for the scene. The Local Number 12 on the
// owner of this dialogue determines which Master we're working with.
// 1 = Kavar
// 2 = Vrook
// 3 = Zaz-Kai Ell
// 4 = Vash

#include "k_inc_generic"
#include "k_inc_glob_party"

void ClearNPC()
{
 GN_SetSpawnInCondition(SW_FLAG_AI_OFF,TRUE);
 ClearAllActions();
}

void main()
{
   int bRetainPCs = GetScriptParameter( 1 );
   object oWay;
   location lWay;

   object oInvisoKreia = GetObjectByTag( "InvisoKreia" );
   object oMaster = OBJECT_INVALID;
   // First, check if we're teaching a Form, and then
   // check to see if we're killing the Jedi Master instead.
   int nLocalNum = GetLocalNumber( oInvisoKreia, 16 );
   if( nLocalNum == 0 ) {
       nLocalNum = GetLocalNumber( oInvisoKreia, 12 );
   }
   object oDoor = OBJECT_INVALID;
   switch( nLocalNum ) {
       case 1:
       {
           oMaster = GetObjectByTag( "kavar" );

           // Do any Kavar-specific setup here.
           break;
       }

       case 2:
       {
           oMaster = GetObjectByTag( "npc_vrook" );

           // Set the Area to Unescapable so the player can't bring
           // in party members.
           SetAreaUnescapable( TRUE );

           // Close and lock the doors to this room if
           // we're doing the battle.
           if( !bRetainPCs ) {
               oDoor = GetObjectByTag( "ao_door" );
               if( GetIsObjectValid( oDoor ) ) {
                   AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
                   SetLocked( oDoor, TRUE );
               }
               oDoor = GetObjectByTag( "master_door1" );
               if( GetIsObjectValid( oDoor ) ) {
                   AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
                   SetLocked( oDoor, TRUE );
               }
               oDoor = GetObjectByTag( "master_door2" );
               if( GetIsObjectValid( oDoor ) ) {
                   AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
                   SetLocked( oDoor, TRUE );
                 }
             }
             break;
       }

       case 3:
       {
           oMaster = GetObjectByTag( "zezkaiel" );

           // Do any Zez-Kai Ell-specific setup here.
           // Set the Area to Unescapable so the player can't bring
           // in party members.
           SetAreaUnescapable( TRUE );

           // Close and lock the secret door.
           oDoor = GetObjectByTag( "Flophouse_Secret" );
           if( GetIsObjectValid( oDoor ) ) {
               AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
               SetLocked( oDoor, TRUE );
           }
           break;
       }

       case 4:
       {
           oMaster = GetObjectByTag( "vash" );

           // Do any Vash-specific setup here.
           // Set the Area to Unescapable so the player can't bring
           // in party members.
           SetAreaUnescapable( TRUE );

           // Close and lock the secret door.
           oDoor = GetObjectByTag( "DroidPlanetDoor01" );
           if( GetIsObjectValid( oDoor ) ) {
               AssignCommand( oDoor, ActionCloseDoor( oDoor ) );
               SetLocked( oDoor, TRUE );
           }
       }
       break;
   }

   if( GetIsObjectValid( oMaster ) ) {
       ActionPauseConversation();

       // This is the cutscene where the Jedi Master
       // confronts the player and starts combat.

       SetGlobalFadeIn( 0.0, 2.0 );

       // Set the player's character as the party leader.
       SetPartyLeader( NPC_PLAYER );

       oWay = GetWaypointByTag( "WP_MASTER_CUT_MASTER" );
       lWay = GetLocation( oWay );
       AssignCommand( oMaster, JumpToLocation( lWay ) );

       // Place the player at his/her mark.
       object oPC = GetFirstPC();
       if( !GetIsObjectValid( oPC ) ) {
           AurPostString( "Could not find Player's Character to set up cutscene positioning.", 10, 10, 2.0 );
           return;
       }
       oWay = GetWaypointByTag( "WP_MASTER_CUT_PC1" );
       lWay = GetLocation( oWay );
       AssignCommand( oPC, JumpToLocation( lWay ) );

       if( !bRetainPCs ) {
           // Remove the two other party members from the party
           // for the duration of the battle and set them
           // to Neutral. Store their NPC IDs in this object's
           // Local Number 13 and 14 (99 for empty slots) so
           // we can re-add them after the combat is over.
           object oPC2 = GetPartyMemberByIndex( 1 );
           object oPC3 = GetPartyMemberByIndex( 2 );

           if( GetIsObjectValid( oPC2 ) ) {
               AurPostString( "Storing PC2.", 10, 10, 3.0 );
               // Store this party member's NPC ID so we can
               // put them back in the party later.
               int nNPCID = GetNPCConstant( GetTag( oPC2 ) );
               SetLocalNumber( oInvisoKreia, 13, nNPCID );

               // Drop the party member, make sure they won't
               // join the combat, and place him/her on the mark.
               RemovePartyMember( nNPCID );
               AssignCommand( oPC2,ClearNPC() );
               ChangeToStandardFaction( oPC2,STANDARD_FACTION_NEUTRAL );
               AssignCommand( oPC2, ClearAllActions() );
               oWay = GetWaypointByTag( "WP_MASTER_CUT_PC2" );
               lWay = GetLocation( oWay );
               AssignCommand( oPC2, JumpToLocation( lWay ) );
               AssignCommand( oPC2, ActionDoCommand( SetCommandable( FALSE, oPC2 ) ) );
           }
           else {
               SetLocalNumber( oInvisoKreia, 13, 99 );
               AurPostString( IntToString( GetLocalNumber( oInvisoKreia, 13 ) ), 10, 10, 3.0 );
           }


           if ( GetIsObjectValid( oPC3 ) ) {
               AurPostString( "Storing PC3.", 10, 11, 3.0 );

               // Store this party member's NPC ID so we can
               // put them back in the party later.
               int nNPCID = GetNPCConstant( GetTag( oPC3 ) );
               SetLocalNumber( oInvisoKreia, 14, nNPCID );

               // Drop the party member, make sure they won't
               // join the combat, and place him/her on the mark.
               RemovePartyMember( nNPCID );
               AssignCommand( oPC3,ClearNPC() );
               ChangeToStandardFaction( oPC3,STANDARD_FACTION_NEUTRAL );
               AssignCommand( oPC3, ClearAllActions() );
               oWay = GetWaypointByTag( "WP_MASTER_CUT_PC3" );
               lWay = GetLocation( oWay );
               AssignCommand( oPC3, JumpToLocation( lWay ) );
               AssignCommand( oPC3, ActionDoCommand( SetCommandable( FALSE, oPC3 ) ) );
           }
           else {
               SetLocalNumber( oInvisoKreia, 14, 99 );
               AurPostString( IntToString( GetLocalNumber( oInvisoKreia, 14 ) ), 10, 11, 3.0 );
           }
       }
       else {
           SetLocalNumber( oInvisoKreia, 13, 99 );
           SetLocalNumber( oInvisoKreia, 14, 99 );
           // Just move the other PCs.
           object oPC2 = GetPartyMemberByIndex( 1 );
           object oPC3 = GetPartyMemberByIndex( 2 );
           if( GetIsObjectValid( oPC2 ) ) {
               oWay = GetWaypointByTag( "WP_MASTER_CUT_PC2" );
               lWay = GetLocation( oWay );
               AssignCommand( oPC2, JumpToLocation( lWay ) );
           }
           if( GetIsObjectValid( oPC3 ) ) {
               oWay = GetWaypointByTag( "WP_MASTER_CUT_PC3" );
               lWay = GetLocation( oWay );
               AssignCommand( oPC3, JumpToLocation( lWay ) );
           }
       }
       DelayCommand( 2.0, ActionResumeConversation() );
   }
}

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