Here is one of the scripts:
///////////////////////
void main()
{
FloatingTextStringOnCreature("worked",GetFirstPC());
object oCreature = GetEnteringObject();
object oLeader = GetOwnedCharacter(GetFactionLeader(oCreature));
object oSelf = OBJECT_SELF;
object oFirstPC = GetFirstPC();
object oArea = GetObjectByTag("area_2023");
///////////////////////////////////////////////////////////////////
//THIS CODE HANDLES THE CONVERSATIONS THAT START WHEN YOU ENTER THE AREA
//code for the grand finale battle when you enter after taking the courtyard
//try to make the PC posess the owned character so the conversations work.
if (GetIsOwnedByPlayer(oLeader))
{
int nJournal = GetJournalEntry("the_final_assault",oLeader);
effect eResurrection = EffectResurrection();
if (nJournal==20)
{
if (GetIsDead(oLeader))
{
ApplyEffectToObject(DURATION_TYPE_INSTANT,eResurrection,oLeader);
}
// RemoveAllEffects(oLeader,TRUE);
AssignCommand(oLeader,ClearAllActions(TRUE));
DelayCommand(1.5,AssignCommand(oLeader,ActionStartConversation(oLeader,"2023_finale_entry_convo")));
}
//integer for final escape from the tower.
int nPrepareFinalBattle = GetLocalInt(GetObjectByTag("area_2023"),"nPrepareFinalBattle");
//first time entering convo.
if (nPrepareFinalBattle == 1)
{
SetLocalInt(oArea,"nActivate202OnEnterConvo",1);
// AssignCommand(oCreature,ActionStartConversation(oCreature,"204_sentry_first_entrance",FALSE,FALSE,TRUE));
AssignCommand(oLeader,ActionStartConversation(oCreature,"2023_before_final_escape",FALSE,FALSE,TRUE));
}
}
}
Modifié par M. Rieder, 02 janvier 2012 - 11:56 .





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