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#1
Lucan Silverhand

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Another one about scripting for skills - I've got a number of custom skills in use in my module.
They're in their own include file and appear to be showing up in the module normally. However, when I attempt to call for them with gc_skill_rank, their constant number is not recognised and they do not show up as having ranks in them. What's going on?

I've edited the gc_skill_rank script to my own version and added my include and it still isn't working.

Also, just tried something similar with my custom feats with gc_has_feat. In a conversation I first gave the character the requested feat. On the next line of the conversation I asked them whether they had the feat. In all attempts it said yes when they did and no if they didn't. One strange thing here though... the feat is not showing on my character sheet when I added it. Any ideas why not?

Modifié par Lucan Silverhand, 19 mai 2012 - 05:55 .


#2
rjshae

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You didn't mention whether you had your modified skills.2da file in your override folder.

#3
Lucan Silverhand

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Yes both the skills.2da and feat.2da are in the override folder.

#4
Lugaid of the Red Stripes

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Double check what script is actually attached to your conversation nodes, and update the parameters. The toolset automatically resets attached scripts when the original script has its name changed, and this can cause some wonkiness when modifying scripts.

#5
Morbane

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custom tlk? strrefs?

#6
Lucan Silverhand

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Morbane wrote...

custom tlk? strrefs?


I don't see how that's relevant. The script doesn't access strrefs, it only looks at constants.

I made a script from Lilac's script generator to see if it was the number which was the problem:

#include "skill_inc"
 
int StartingConditional()
{
    // Get the PC who is involved in this conversation
    object oPC = GetPCSpeaker();
    // The PC must have at least a skill of 5 in sense motive.
    if ( GetSkillRank(SKILL_SENSE_MOTIVE, oPC) < 5 )
        return FALSE;
    // If we make it this far, we have passed all tests.
    return TRUE;
}

Still no dice. The script compiles correctly, though SKILL_SENSE_MOTIVE is still not referencing the Sense Motive skill. What is wrong here?

Modifié par Lucan Silverhand, 20 mai 2012 - 04:21 .