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Scripting help in the DLGEditor.


TriggerGod

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Yeah, I'm working on a mod that'll make a certain character a jedi, with a jedi sabers and stuff...

Well, I have a few questions:

1) How good is this modified a_makejedi script? And when do I put this into the DLGEditor, do I put it into the area where he is made into a jedi. You know, the ::[Player Name Here] Has taken his/her first steps to being a (Dark) Jedi [insert Class Here]:: and end the dialog.

void main()
{

   int nScriptNumber = GetScriptParameter( 1 );

       if ( nScriptNumber == 0 ) {
       AddMultiClass (CLASS_TYPE_JEDISENTINEL, GetObjectByTag ("Atton") );
   }

       if ( nScriptNumber == 1 ) {
       AddMultiClass (CLASS_TYPE_JEDIGUARDIAN, GetObjectByTag ("BaoDur") );
   }

       if ( nScriptNumber == 4 ) {
       AddMultiClass (CLASS_TYPE_JEDIGUARDIAN, GetObjectByTag ("Handmaiden") );
   }

       if ( nScriptNumber == 7 ) {
       AddMultiClass (CLASS_TYPE_JEDISENTINEL, GetObjectByTag ("Mira") );
   }

       if ( nScriptNumber == 10 ) {
       AddMultiClass (CLASS_TYPE_JEDIGUARDIAN, GetObjectByTag ("HanHarr");
   }

       if ( nScriptNumber == 11 ) {
       AddMultiClass (CLASS_TYPE_JEDICONSULAR, GetObjectByTag ("Disciple") );
   }
}

 

2) There is a conditional script called c_influencebet (its there for when its an influence fail) and in Param 1, 2, and 3, there are numbers. What would those numbers mean?

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1) thanks. simple mistake :)

 

2) So, what I need, is this:

Script           Param1     Param2     Param3
c_influencebet     10         30         90

As an example :)

 

EDIT: I have a new problem:

 

3) I'm too lazy to put in all the dialog again for another tree, so how do I use the (already listed) thing at the end of certain strings? Would I have to edit dailog.tlk? And if I do, how do I open it? (Sorry for noob questions.)

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1) How good is this modified a_makejedi script?

 

I would strongly recommend against modifying standard game scripts unless it's absolutely necessary. In many cases you can make your own new script instead, which will make it a lot easier to make your mod compatible with other mods, and easier to manage since you can see more easily which files belong to what mod. :)

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